From 697ddf54b057098446a55a2069ad044c1a0f9f15 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Thu, 19 Sep 2024 01:33:41 +0200 Subject: [PATCH] Fix outdated reference to `register_class` function in GDExtension C++ example This was replaced by the `GDREGISTER_CLASS` macro in Godot 4.0. --- tutorials/scripting/gdextension/gdextension_cpp_example.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tutorials/scripting/gdextension/gdextension_cpp_example.rst b/tutorials/scripting/gdextension/gdextension_cpp_example.rst index a818eb0ff..a16285185 100644 --- a/tutorials/scripting/gdextension/gdextension_cpp_example.rst +++ b/tutorials/scripting/gdextension/gdextension_cpp_example.rst @@ -295,7 +295,7 @@ The ``initialize_example_module`` and ``uninitialize_example_module`` functions called respectively when Godot loads our plugin and when it unloads it. All we're doing here is parse through the functions in our bindings module to initialize them, but you might have to set up more things depending on your -needs. We call the function ``register_class`` for each of our classes in our library. +needs. We call the ``GDREGISTER_CLASS`` macro for each of our classes in our library. The important function is the third function called ``example_library_init``. We first call a function in our bindings library that creates an initialization object.