Open Houtamelo opened 4 weeks ago
Interesting! Certainly not intended.
Might be a bit tricky because those are in two separate macros, and I don't know if the #[func(rename)]
info is "stored" somewhere to be accessible by code generated from #[derive(Godot)]
. It should be possible, but might require an extra indirection for each get/set function reference.
Example:
This compiles in Rust but in Godot we get a runtime error when trying to invoke the property:
This happens because inside Godot its using the original name, not the renamed one.
Not sure if this is by design or a niche bug.