Godot4s gdextension rewrite enables to access GDNative Classes within the editor as can be seen in the screenshot below:
Explicitly naming the arguments when binding makes them named in the documentation in the godot editor (as in void load_from_file(file_path: String). This would be a nice to have for all arguments as otherwise it just states _unnamed_arg0 etc.
Godot4s gdextension rewrite enables to access GDNative Classes within the editor as can be seen in the screenshot below:![image](https://user-images.githubusercontent.com/33001106/202157850-8108bee0-19c8-4748-9b35-f1f620fa177a.png)
Explicitly naming the arguments when binding makes them named in the documentation in the godot editor (as in
void load_from_file(file_path: String)
. This would be a nice to have for all arguments as otherwise it just states_unnamed_arg0
etc.