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Node documentation example #8
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@paddy-exe looks like stuff is happening: godotengine/godot#67217 we might be able to do it now? Could you have a look? |
@bitbrain I had another look at it and you can already have custom docs in the editor that get's automatically generated with the Extension (whether it's a Node or a ReferenceObject): |
@paddy-exe I remember someone saying that the automatic generation only works for debug builds (since the debug info is part of the extension so it can infer it). I'd expect us to require defining XML files like we do for Godot itself: https://github.com/godotengine/godot/tree/master/doc but I haven't seen any documentation about it how this would work with a GDExtension. |
@bitbrain Just to be on the same page: Do you mean by debug build the editor, the extension or both? Because compiling the extension for a release build still creates the docs |
Interesting. How does it generate things like descriptions for signals methods /arguments without us having any .xml files specified? |
As far as I know this isn't even possible yet (at least considering the blog post announcement) |
godotengine/godot#67298 looks promising |
@bitbrain yes, the issue regarding _unamed_arg has been fixed. I'm not as familiar with the C++ extension interface and usage but if you know how to set the name of an argument it should be respected within the editor docs. |
Good to know! I will have a look when the next beta launches👍🏻 |
My latest PR introduces the ability to load documentation for GDExtension classes: #66 |
I am wondering how I would generate in engine docs tor custom nodes coming from a GDExtension? It would be phenomenal if this template extension could show how to do it.
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