Open Faless opened 6 years ago
This is mostly a bug with the Godot-side implementation of NativeScript, I have to take a look or at least put a warning that this is not allowed :smile:
I have no issues using my own namespace but the GODOT_CLASS must not use the custom namespace just the name of the class (as it is declared in the code above).. Everything else must use the namespace, that includes register_method/property/signal/class
Branch Nativescript 1.1 Given the following code:
This does not happen if
Sprite
extends something different thanSprite
(e.g.Sprite3D
)It compiles fine, but when loading the
.gdns
that usesSprite
the game freezes in some kind of loop. Not sure this is relevant, but here's a trace from SIGINT I sent: