Fix print_verbose() macro conflicting with UtilityFunctions::print_verbose()#1668
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aaronfranke
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Unfortunate, but it makes sense. I'll click approve, but before merging, I wonder if a better change would be to change this to all-caps PRINT_VERBOSE in both godot-cpp and in the engine. It's weird that this macro isn't capitalized like every other macro. Making this change would require changing many lines of engine code, but I think it's for the best.
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Thanks!
Yeah, I'd support making that change in upstream Godot! But I don't think we should necessarily wait on that here. It's hard to predict how long it'll take for upstream changes to be merged. |
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Cherry-picked for 4.3 in PR #1695 |
This is regression from #1653 that I found when trying out the 'godot_openxr_vendors' extension with the latest godot-cpp:
The
print_verbose()macro is conflicting with code that was already using theUtilityFunctions::print_verbose()function.This switches to just using a normal function.
I don't know if the attempt at a performance optimization in the macro is really important, but I feel like we could look at that separately - just keeping existing code working is the most important.