-
Notifications
You must be signed in to change notification settings - Fork 212
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[357] Removing sys from godot_gdnative_init() args. #494
Conversation
I hate to say it, but this missed the point. The purpose of high-level init option wrappers is not to expose the low-level API structs to users: that's the job of Here, the only things that I think should be exposed to users in |
I'm glad! This is the sort of feedback I was looking for. That API did seem to reveal too much and why I stopped before unwrapping more. It seems we could use the version mismatch |
I think bailing on Godot 4 is better done in |
99921d8
to
f2c778b
Compare
f2c778b
to
ed86d34
Compare
ed86d34
to
91f8f83
Compare
91f8f83
to
bad10ed
Compare
bad10ed
to
05ded0c
Compare
05ded0c
to
b183b99
Compare
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looks good to me!
bors r+
Build succeeded: |
godot_gdnative_init()
callbacks can now report loading errors viaInitCallbackInfo:: report_loading_error()