Without much c++ knowledge and Godot-module development, I noticed this comment:
https://github.com/Gramps/GodotSteam/blob/c55f8aced864da7624566ef44ce45484a94e2a7e/godotsteam/godotsteam.cpp#L4553
Could this be the explanation?
"There is a parameter limit of 5 in C++ modules for things such as subclasses. This can be raised to 13 by including the header file core/method_bind_ext.gen.inc."
https://docs.godotengine.org/en/stable/development/cpp/custom_modules_in_cpp.html
@easypeet yes, I think #include "core/method_bind_ext.gen.inc" in GodotSteam/godotsteam/godotsteam.cpp should fix it, unless there's some specific reason why it cannot be done.
@easypeet Oh man! Thank you so much! I've been trying to find that for a long time now but oddly had no success doing various searches; surprisingly things like "more than 5 arguments" or "argument limit in c++ module" didn't find this. I don't know how I didn't find it in the docs.
@Xrayez I think that should work. I'll implement it for the next update which means I have a whole lot of other fixes I can include now.
Thanks again!
I've been trying to find that for a long time now but oddly had no success doing various searches
@Gramps perhaps it simply wasn't documented back in the days, I recall stumbling upon the same limitation. I've actually asked Godot core devs to increase the limit at least by 1 in godotengine/godot-proposals#1229, but no success. 😛
It must not have been. I can't remember where I saw it; I want to say a Github issue. I'm not sure why this limit isn't much higher by default instead of having to include this file, but it's all good. I can work with this.
@Gramps Glad to help :)
OK, the file is now included in the godotsteam.h and everything is good to go! Thanks again for the help!
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@easypeet Oh man! Thank you so much! I've been trying to find that for a long time now but oddly had no success doing various searches; surprisingly things like "more than 5 arguments" or "argument limit in c++ module" didn't find this. I don't know how I didn't find it in the docs.
@Xrayez I think that should work. I'll implement it for the next update which means I have a whole lot of other fixes I can include now.
Thanks again!