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@LukePH LukePH commented Nov 14, 2025

-Fix invalid code generated with Vector2/Vector3/Transform2D/Transform3D structs when using default nullable args
-Fix casting of enums in a few places
-Added required casts for doubles to floats in generated code
-Prefix consts if they conflict with names of properties
-Prefix event/signals if they conflict with names of methods
-Fix generated using system object instead of GodotObject
-Fix invalid code generated with godot arrays holding a non-variant objects
-Fix 3d -> 3D naming mapping in godot C# code
-Added invalid class cast guards to binding code
-Support for casting directly from engine class
-Postfix enums names that start with a number

…ns (and hopefully more)

-Fix invalid code generated with Vector2/Vector3/Transform2D/Transform3D structs when using default nullable args
-Fix casting of enums in a few places
-Added required casts for doubles to floats in generated code
-Prefix consts if they conflict with names of properties
-Prefix event/signals if they conflict with names of methods
-Fix generated using system object instead of GodotObject
-Fix invalid code generated with godot arrays holding a non-variant objects
-Fix 3d -> 3D naming mapping in godot C# code
-Added invalid class cast guards to binding code
-Support for casting directly from engine class
-Postfix enums names that start with a number
@LukePH LukePH changed the title Fixes generate valid C# binding for Terrain3D and GodotSteam extensions (and hopefully more) Fixes to generate valid C# binding for Terrain3D and GodotSteam extensions (and hopefully more) Nov 14, 2025
@LukePH LukePH changed the title Fixes to generate valid C# binding for Terrain3D and GodotSteam extensions (and hopefully more) Fixes to generate valid C# bindings for Terrain3D and GodotSteam extensions (and hopefully more) Nov 14, 2025
@gilzoide
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Hey @LukePH, thanks for the contribution.

It will take me some time to review this PR, but let me address something in the mean time:

-Fix generated using system object instead of GodotObject

Ok, so about this. Contrary to https://github.com/Delsin-Yu/CSharp-Wrapper-Generator-for-GDExtension, the C# code generated by this project does not inherit from GodotObject because the generated classes are supposed to be mere wrappers over the actual instances instead of being full-blown C# scripts that can be attached to objects in Godot. I'm not sure why you had to change this, I'm quite curious about this specifically 🤔

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2 participants