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Change ActionIcon.gd to behave like expected #13

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merged 2 commits into from
Oct 25, 2024
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Pheubel
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@Pheubel Pheubel commented Oct 24, 2024

closes #12

right now i don't have access to a proper set-up with godot, so i can't really test the PR to be 100% functional, but i think it should work.

additionally, i changed

static func refresh_all():
	Engine.get_main_loop().call_group(GROUP_NAME, refresh.get_method())

to

static func refresh_all():
	Engine.get_main_loop().call_group(GROUP_NAME, &"refresh")

as in godot 4.3, the engine complains that the callable is not accessible from a static func. this might be a limitation from the language. there might be a proper way to get it, but i was not able to find one.

@KoBeWi
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KoBeWi commented Oct 25, 2024

I actually can't reproduce the _base_path bug. Inheriting the script does not break it. Still makes sense to be a constant though.

As for the method error, it's godotengine/godot#91403
I reported it as a regression, but it might be intended.

@KoBeWi KoBeWi merged commit 95840fb into KoBeWi:master Oct 25, 2024
@KoBeWi
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KoBeWi commented Oct 25, 2024

thanks

@Pheubel
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Pheubel commented Oct 26, 2024

I actually can't reproduce the _base_path bug. Inheriting the script does not break it. Still makes sense to be a constant though.

Inheriting the script itself would not cause _base_path, but rather where the inheriting script was placed. In my case i had it in a different folder, completely outside the addons folder. i hope that shed some light on things

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inheriting ActionIcon breaks _base_path
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