Fix minor inconsistencies and errors in gdextension_interface.h#107788
Merged
Repiteo merged 1 commit intoJun 23, 2025
Merged
Conversation
5147690 to
413eade
Compare
413eade to
d5eb669
Compare
vnen
approved these changes
Jun 22, 2025
Member
|
I was going to comment about this but forgot. I noticed it recently when working with Xcode since it does give a bunch of warnings because of the inconsistencies. |
Naros
approved these changes
Jun 22, 2025
Contributor
|
Thanks! |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
I've been working on a script to parse
gdextension_interface.h(which is something a number of language bindings do!) and in the process I've discovered some minor errors and inconsistencies.These include:
@returntypedefing a type for themNone of these are functional changes - only cosmetic. But just to be sure, I've run the godot-cpp tests using this modified header in both Godot and godot-cpp. Everything still works :-)