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Fix ScriptLanguageExtension::_find_function
argument names
#86520
Fix ScriptLanguageExtension::_find_function
argument names
#86520
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This can't be changed like this, the binding is here:
GDVIRTUAL_BIND(_find_function, "class_name", "function_name"); |
Not in GDScript
, which isn't a ScriptLanguageExtension
but a ScriptLanguage
in the first place
The discrepancy is an issue, but this will not be a valid fix as the documentation generation won't match
The problem here is that I don't know that this can be changed without breaking compatibility with extensions, I'm not sure if these bound arguments are compatibility relevant for other languages and binds |
You're right I should have modified this part too ! (I've updated my PR)
True, I was pointing out The keypoint is that godot/core/object/script_language_extension.h Line 374 in 13a0d6e
So in the end,
The fix is only on the name of the parameters, are you sure this breaks compatibility ? |
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I'm not sure, that's why I said "I don't know if this can be done without breaking compatibility" 🙂 CC @dsnopek |
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I don't know that this can be changed without breaking compatibility
Yeah, I think this is fine! It doesn't change how the arguments are used, only their names. From the perspective of GDExtension, arguments are only positional, the names aren't significant.
Thanks! |
ScriptLanguageExtension::_find_function
documentationScriptLanguageExtension::_find_function
argument names
ScriptLanguageExtension::_find_function
documentation is currently wrong when compared to it GDScript implementation:godot/modules/gdscript/gdscript_editor.cpp
Line 212 in 13a0d6e