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GDCLASS doesn't use godot namespace on StringName #918
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Same problem here, on top of this the console fills up like this and the engine crashes :
This does not happen with #908, one can test it with https://github.com/saviilsy/HowToStartMakingGDExtensionsForGodot |
Yep, I also have those crashes, but weirdly only in the editor - if I build the latest godot for template_debug it runs just fine including loading my extension. However, I suspect we both need to regenerate our headers and extension json files, and I'm not reporting the crash as a bug till I'm sure I'm doing it right. This bug is for the namespace problem. |
For Saviilsy and those that find this page in a web search of the error messages, the cure for that problem seems to be to do a complete |
CC @touilleMan |
I guess the example in Godot-cpp should also be modified to remove the |
I did clean from CMake side and it did not fix it. I reverted to beta 4 commit and keep it in that until next release. Easier than using latest anyway until API is stable😅 |
I've created #920 that fix this issue ;-) |
The GDCLASS macro uses StringName instead of godot::StringName, which forces header files of exported classes to use the
using
keyword. It didn't use to force that and it probably shouldn't.I'm using pull request #896.
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