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Expose soft body pin methods to GDScript #52369
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Looks good! I've just re-run the linux job, I don't think it failed for a good reason.
My bad, there's a legitimate error in mono:
I'm not sure why this is happening. Maybe something wrong with an empty NodePath as default parameter. |
I've just tested locally, it looks like it could be a bug in mono (maybe fixed only on master since this error happens on 3.x only). The generated mono glue for the new exposed method is:
Although the node path argument should be @neikeq Do you know what could cause this issue? |
This: godot/modules/mono/editor/bindings_generator.cpp Lines 2578 to 2581 in ef1c509
should be: if (r_iarg.type.cname == name_cache.type_NodePath) {
r_iarg.default_argument = "(%s)\"" + r_iarg.default_argument + "\"";
r_iarg.def_param_mode = ArgumentInterface::NULLABLE_REF;
} else {
CRASH_COND(r_iarg.type.cname != name_cache.type_String);
r_iarg.default_argument = "\"" + r_iarg.default_argument + "\"";
}
break; to match current master. |
Rebasing on latest |
Please squash your commits (see interactive rebase) and it should be good to go! |
This change was merged into master #51364 but requires class name changes for 3.x in code and documentation.
Node3D changed to Spatial and SoftBody3D to SoftBody.