Lili Zoey
Lili Zoey
We can fix this by making the `PropertyInfo` of a type be different between methods/returns and fields. Since if we make the hint `PROPERTY_HINT_ARRAY_TYPE` with the hint string being the...
https://github.com/godotengine/godot/issues/79247 seems it's upstream?
should be fixed by https://github.com/godotengine/godot/pull/80745, haven't confirmed yet
> ```rust > impl CustomNode { > pub fn method(&mut self) { > self.ref_gdscript_child_node.call("some_method", &[]); > } > > pub fn on_child_signal(&self) {...} > } > ``` > > ```gap...
Is this really much simpler of a solution than just making every method take `&self` and forcing people to use interior mutability where relevant? both `Pin` and `GdCell` are rather...
I think it'd be possible to more closely mirror `GodotClass` here with its base. Maybe do something like ```rs pub trait ScriptInstance { fn init(owner: Owner) -> Self; fn owner_field(&self)...
as-is, we cannot directly reuse the existing logic from `Gd` for doing the same thing with `ScriptInstance`. Since the current implementation would require the script instance to derive `GodotClass`, as...
theme overrides is defined in `_get_property_list`. we might need to auto-generate an implementation of that that just calls the super class' implementation of the virtual method?
> Does that method not list all the properties by default? > > Implementing a virtual method just to call the parent impl contradicts the idea of virtual methods --...
> * How to distribute it (GDScript has no dependency system) > > * let the user copy `.gd` files? > * register some "system" Rust classes that are accessible...