I´m testing the new GDScript implementation and Godot was throwing an error on _import from quake_wad_import_plugin.gd.
I believe it is because I have some type checks on, which prevents the plugin from properly initializing on type mismatch.
Changing it from:
func _import(source_file, save_path, options, r_platform_variants, r_gen_files) -> int:
to:
func _import(source_file, save_path, options, r_platform_variants, r_gen_files) -> Error:
Has fixed the problem and I´m able to generate the map.
Godot Version. 4.1.3.stable Qodot Version: d5fa9e7
I´m testing the new GDScript implementation and Godot was throwing an error on _import from quake_wad_import_plugin.gd. I believe it is because I have some type checks on, which prevents the plugin from properly initializing on type mismatch.
Changing it from:
func _import(source_file, save_path, options, r_platform_variants, r_gen_files) -> int:
to:func _import(source_file, save_path, options, r_platform_variants, r_gen_files) -> Error:
Has fixed the problem and I´m able to generate the map.