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GDNative: Make godot_int an int64_t #36163

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merged 1 commit into from
Feb 13, 2020

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akien-mga
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@akien-mga akien-mga commented Feb 12, 2020

Redo of the change in cf8c679
that caused a build issue, with the extra change needed to
'godot_arvr_blit'.

Thanks @Brettink for the fix to the bindings.

CC @godotengine/gdnative

Should fix #34254.

Redo of the change in cf8c679
that caused a build issue, with the extra change needed to
'godot_arvr_blit'.
@clayjohn
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@akien-mga the hero Godot needs.

@Brettink
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No problem, happy to help!

@akien-mga
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@touilleMan Does this fix #34254?

@reduz
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reduz commented Feb 12, 2020

seems fine to me

@akien-mga akien-mga merged commit 835406c into godotengine:master Feb 13, 2020
@akien-mga akien-mga deleted the gdnative-godot_int-int64_t branch February 13, 2020 11:52
@touilleMan
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@akien-mga Yep this should do the trick ;-)
I think #35794 is still relevant (though I should review it a bit) given it documents the signature of multiples functions providing uint8/32 and float types

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[GDnative] ptrcall on OS.get_static_memory_usage cause segfault due to godot_int != uint64_t
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