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Multiple C# classes hiding inherited members in GodotSharp #15763
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Should use godot/modules/mono/editor/bindings_generator.cpp Lines 652 to 653 in 14b230f
These are fine, as long as they are actual members hiding inherited members in the Godot API, and not the result of renaming them to PascalCase that is causing it. BTW, why do the messages in the screenshot have an error icon instead of warning? |
Good question. I found this issue a while back and it was showing the warning icon but recently it changed to an error icon. I'll do some digging and figure out which commit it was that broke it and submit a separate issue.
The |
Made a separate issue for warnings appearing as errors #15768 |
Is this still relevant in the current master branch? |
Still relevant in master. Updated list of warnings:
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Most of these things can be renamed in core and would improve the consistency and/or readability of the API. See also: #16863. Here's a few proposals:
For the
I have a branch here which solves all of these problems. I don't think the first three require much discussion, they seem like very good improvements. For PathFollow2D, I renamed the bool to For the remaining warnings, I'm not getting a warning about
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It's already the occluder, no need to have it on the name of class in the property. But honestly, if CanvasItem already has a light mask property, why does LightOccluder2D have a different one? I believe we can remove the specific property and just use the CanvasItem one. |
This needs to be handled ASAP if we want to handle it at all - if we don't we should silence the warnings in msbuild as they're quite noisy. But I think fixing the warnings would be best. Here's the current log from building assemblies in the |
A lot of new classes (GDExtension-related mostly) are making this worse. I'm considering ignoring them in the bindings. |
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Godot version:
3.0 14b230f
OS/device including version:
Windows 10 1709
Issue description:
When the GodotSharp solution is built for the first time, a number of warnings appear as some generated method names either hide C#
object
members or other Godot-specific members.Full list of members:
ARVRPositionalTracker.GetType()
hidesobject.GetType()
LightOccluder2D.LightMask
hidesCanvasItem.LightMask
LineEdit.FocusMode
hidesControl.FocusMode
Slider.FocusMode
hidesControl.FocusMode
PathFollow2D.Rotate
hidesNode2D.Rotate(float)
ArrayMesh.BlendShapeMode
hidesMesh.BlendShapeMode
ArrayMesh.ArrayFormat
hidesMesh.ArrayFormat
ArrayMesh.ArrayType
hidesMesh.ArrayType
Method hiding may result in unexpected behavior in C# scripts.
It actually seems that some of the members listed above actually reimplement the members they are hiding without any changes and as such work as expected, but they still emit a warning.
The text was updated successfully, but these errors were encountered: