Alisa Lain
Alisa Lain
Hmm, it's kinda all three of them... This is me trying combinations It works correctly all the time only when all three are present But now I got just third...
```diff diff --git a/usr/lib/python3.12/site-packages/libqtile/backend/x11/window.py b/window.py index 03711b1..bb5cc3d 100644 --- a/usr/lib/python3.12/site-packages/libqtile/backend/x11/window.py +++ b/window.py @@ -345,6 +345,8 @@ class XWindow: # the value wasn't an iterable and wasn't a string, so let's...
I think I'm fine living with those names in my log for the time So... What do we do now?
Seems it's all same ```python if name == "_NET_DESKTOP_NAMES": logger.warning("%s", str(type(value))) logger.warning("%d", id(value)) logger.warning("%s", value) logger.warning("%s", str(type(value))) logger.warning("%d", id(value)) ``` ```python 2024-05-13 20:21:14,225 WARNING libqtile window.py:set_property():L349 2024-05-13 20:21:14,225 WARNING libqtile...
```python 2024-05-13 20:24:59,262 WARNING libqtile window.py:set_property():L349 2024-05-13 20:24:59,262 WARNING libqtile window.py:set_property():L350 130359984524912 2024-05-13 20:24:59,262 WARNING libqtile window.py:set_property():L352 2024-05-13 20:24:59,262 WARNING libqtile window.py:set_property():L353 130359984524912 ```
And desktop names are also fixed there...
https://github.com/godot-dlang/godot-dlang/blob/master/src/godot/api/register.d#L130-L132 Found place where initialization begins. Also looking at https://docs.godotengine.org/en/latest/classes/class_nativeextension.html We might pull out this part, though I'm not sure ``` enum InitializationLevel: INITIALIZATION_LEVEL_CORE = 0 INITIALIZATION_LEVEL_SERVERS = 1 INITIALIZATION_LEVEL_SCENE...
I don't think that this should be expected Maybe it's a bug in gdextension... Or they want to change init levels soon, who knows
I think I found how to solve it in somewhat easy way, no passing anything to godot, just check on our side if something is `@Tool` and what level godot...
From issue on C++ bindings: --- Unfortunately, this is not what MODULE_INITALIZATION_LEVEL_SCENE and MODULE_INITIALIZATION_LEVEL_EDITOR are for. Just like in Godot modules defined in the engine, any nodes that are registered...