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Fix godot-cpp types registration #395

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merged 1 commit into from
Apr 17, 2020
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m4gr3d
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@m4gr3d m4gr3d commented Apr 14, 2020

A initialization bug was causing the registration to occur prior to a key required field being set (see #394 (comment) for more details).

Fixes #394

A initialization bug was causing the registration to occur prior to a key required field being set (see godotengine#394 (comment) for more details).

Fixes godotengine#394
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Looks like the exact same issue I had with the bindings being queried too early, notice how they are in the same place you moved this code to. Seems like a solid fix to me.

@BastiaanOlij BastiaanOlij added the bug This has been identified as a bug label Apr 15, 2020
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I'm all for merging this if someone else can verify it works. I've not experienced the problem mentioned myself but I haven't used multiple gdnative modules together for awhile now.

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m4gr3d commented Apr 15, 2020

I'm all for merging this if someone else can verify it works. I've not experienced the problem mentioned myself but I haven't used multiple gdnative modules together for awhile now.

@BastiaanOlij I validated the fix! I was running into a similar error as mentioned in #394, which this fix resolves.
It also unblocks the migration of the Oculus mobile plugin to godot-cpp.

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Let's merge it then :)

@BastiaanOlij BastiaanOlij merged commit 9ccbb80 into godotengine:master Apr 17, 2020
@m4gr3d m4gr3d deleted the patch-1 branch April 17, 2020 04:56
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Only the first library loaded has access to _type_tag and cast_to<T> function
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