@Migueldeicaza One More Thing (yeah, I was apple follower at that time) I'm doing a really nice cours in udemy of godot with C#, which I'm transforming the C# into swift, Maybe can be interesting as a sample of project in swift? (I don't know if or when I will finish the tutorial, but in any case, it has a lot of stuff, and I learned a lot of swift with it)
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@Migueldeicaza An extra note here, the docs on the connecting the signal, are old (or at least are different from the version in main of swiftgodot):
https://migueldeicaza.github.io/SwiftGodotDocs/documentation/swiftgodot/signals#Connecting-Everything-Together
(the name of the signal parameter is missing)
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@Migueldeicaza One thing for the swift-godot, I don't know if it's in the todo, or if there is some technical problem, but will be really nice, that the custom signals had same interface/behaviour than the native signals from godot. Will be super to do something like whatever.customsignal.connect { self.myReaction }, and not need all this whatever.connect(signal: Whatever.customSignal, to: self, method: "myReaction")
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@Migueldeicaza in fact, it ended crashing, with a weird error, and next run, it start saying some of the intermediate objects were corrupted :(
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@Migueldeicaza Hey, for some days I've got a windows machine in hand, It's an AMD Ryzen 6 3600. And I was trying to compile one of the projects I'm working with swiftgodot, and is absoluttly slow, I start compiling like 20 minutes ago, I'm not sure it's a swiftgodot issue or is a windows issue. (I don't care too much) but I wished to raise it.
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@geerlingguy Hey, in berrybase they allow you to request a cm5 with... 16GB of ram!!!! https://www.berrybase.de/detail/019350ec0c7f70e79d7a88141ba91fe5 AMAIZING!
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@Migueldeicaza Hey, sorry to disturb you again, but in swiftgodot the Vector2i is declared as Int32, but you cannot use the macro @export with int32 type, is that expected?
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Hey @Migueldeicaza I think in the last version of main of swiftgodot there is an error, I just updated one of my repos to the last commit, and generates this error:
I think is the callable macro
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@Migueldeicaza Games From Scratch taslk about you and Xodot: https://www.youtube.com/watch?v=81l8qiWuuNs
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@Migueldeicaza Hey two things, I'm doing some stuff with swiftGodot, one thing is that currently the documentation is super slow. to search (in the M2 I've got is decent, but in my linux takes ages, I use waterfox, a firefox fork) the other thing, I implemented this https://gitlab.com/dracks/gridbasedpuzzlegametutorial/-/blob/main/swift/Sources/extensions.swift?ref_type=heads#L5 there is something already there? can we add it?
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@Migueldeicaza what do you think about this article in medium? https://levelup.gitconnected.com/apple-is-killing-swift-5d9c33bff251
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@Palleas Hey I was looking at your article of testing the queues in vapor, and I think you have an error in the test:
this line: app.queues.asyncTest.jobs.count { $0.value.jobName == String(describing: SendWelcomeEmailJob.self)} Should be like:
app.queues.asyncTest.jobs.filter { $0.value.jobName == String(describing: NewTransactionJob.self)}.count
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@Migueldeicaza Maybe somebody should add your godot binding into this awesome swift? https://github.com/matteocrippa/awesome-swift?tab=readme-ov-file#game-engine
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