Raul Santos

Results 182 comments of Raul Santos

Removed the `breaks compat` label, since I changed this to avoid breaking compatibility.

> If the a stack from is from source generated code attempting to open its source will fail because the source doesn't exist There is a check to avoid the...

> What check do you mean? This one: https://github.com/godotengine/godot/blob/13ab2b6f4f61dbfb4f90c6602f126c247d4c38c5/editor/debugger/script_editor_debugger.cpp#L495 https://github.com/godotengine/godot/blob/13ab2b6f4f61dbfb4f90c6602f126c247d4c38c5/editor/debugger/script_editor_debugger.cpp#L608-L611 The metadata is then used to determine which file to open: https://github.com/godotengine/godot/blob/13ab2b6f4f61dbfb4f90c6602f126c247d4c38c5/editor/debugger/script_editor_debugger.cpp#L1486-L1491 > I would add a single error to...

I think so yes. Unfortunately we don't support `[note]` in EditorHelp (yet[^1]). [^1]: https://github.com/godotengine/godot/pull/63079.

Tried the Mono build on Linux and found these issues: - Since the logic is no longer re-executed when changing the language, and GDScript is the default language, the first...

The C# is generated from ClassDB which defines this method as follows: https://github.com/godotengine/godot/blob/5dccc940e73d39a1ac4f3d64ccc92373e6609add/scene/resources/surface_tool.h#L192 As you can see, the method uses `uint` in Core, so the C# API is correct. Changing...

GDScript doesn't support unsigned types, so they use `int` for everything. The documentation is generated from ClassDB but it probably only checks the `Variant.Type` which would be `Variant::INT` in this...

This is expected behavior. The signal `body_entered` takes a `Node2D` parameter: https://github.com/godotengine/godot/blob/5dccc940e73d39a1ac4f3d64ccc92373e6609add/doc/classes/Area2D.xml#L157-L162 But your method is declared as follows: ```csharp public void OnSomeBodyEntered(PhysicsBody2D body); ``` When the signal is emitted...

@van800 Sorry, it's easy to miss comments on closed issues/PRs. I'd love to know more about what issues you have with debugging Android C# applications. I'm assuming you are asking...

As a workaround, I think connecting to signals from code works with static methods when using C# events or a Callable created from a delegate: ```csharp button.ButtonDown += ButtonDown; //...