Doc: Remove native method override stuff from gdextension.rst
It's no longer true.
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@ -26,34 +26,6 @@ Limitations of the GDExtension version
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GDExtension is the most convenient way of using the LimboAI plugin, but it comes
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GDExtension is the most convenient way of using the LimboAI plugin, but it comes
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with certain limitations.
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with certain limitations.
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The biggest one is that marking methods as virtual for scripting is not
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currently possible in godot-cpp. We use these methods to allow creating custom
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behavior tree tasks in GDScript.
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Due to a workaround we employ, the editor will complain about native
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methods being overridden. And by default, such warnings are treated as errors.
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You have two options...
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In your Project Settings, you can edit ``Debug -> GDScript -> Warnings -> Native Methods Override``
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and set it to either ``Warn`` or ``Ignore``.
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Those settings are hidden, unless ``Advanced Settings`` toggle is switched on!
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Alternatively, in your custom tasks, you can add specific instructions for
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the parser to ignore the warning. For example:
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.. code:: gdscript
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# The following line instructs parser to ignore the warning:
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@warning_ignore("native_method_override")
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func _tick(p_delta: float) -> Status:
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return SUCCESS
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You would have to do that for each overridden method in your custom tasks.
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It's up to you which option you prefer. Personally, I'd set it to ``Warn`` and
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add ignores only if it gets overwhelming. Hopefully, this will be fixed in the
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future releases of Godot!
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**Other GDExtension limitations**
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* Built-in documentation is not available. The plugin will open online documentation instead when requested.
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* Built-in documentation is not available. The plugin will open online documentation instead when requested.
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* Documentation tooltips are not available.
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* Documentation tooltips are not available.
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* Handy :ref:`class_BBParam` property editor is not available in the extension due to dependencies on the engine classes that are not available in the Godot API.
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* Handy :ref:`class_BBParam` property editor is not available in the extension due to dependencies on the engine classes that are not available in the Godot API.
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