Lili Zoey
Lili Zoey
> Let's say we forget about `Option`, `Default`, wrapper types or anything else. > > Based on my previous suggestion, what about this? > > ```rust > #[func] > fn...
> > That's a good point, but also there's a point in lilizoey's argument that it should be possible for a GDScript caller to pass an argument that has the...
That was my idea at least, i definitely do think we should treat required and optional arguments separately. Since i feel like it'd be very messy to try to unify...
Do you get any error messages? Either in godot or if you could try running godot from the terminal/command line and see if you get any error messages there?
i can reproduce this at least, so it does seem like a bug, not entirely sure why it's happening though
> This should probably have a check when generating, but what are the real world conditions when this would happen? i could imagine some long running server that regularly generates...
> But what kind of resource _can_ be created every millisecond? We have to consider that these are resource IDs, tied to things that contain and mange data? it only...
> However, if we allow different init levels for user-defined classes, we may need to consider that "assume base class' init level" may not be desired. It wouldn't matter if...
are you sure it's actually exported wrongly and it's not just the documentation that's wrong?
GDScript does the same thing interestingly ```gdscript class_name Foo extends Node func my_func(arr: Array[int]) -> Array[int]: return arr ``` 