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Godot notifications changed, IAutoOn callbacks work differently #19

@rmvermeulen

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@rmvermeulen

Firstly, thanks for all the great work on Chickensoft's libraries and articles! I like it a lot 😄

Unless I'm overlooking something silly, it appears Godot (v4.3.stable.mono.official [77dcf97d8]) does no longer emit notifications for unimplemented methods. Which is great, in principle!
It seems the following example does not work unless I uncomment the override void _PhysicProcess(double delta){}...

[Meta(typeof(IAutoNode))]
public partial class Player : CharacterBody3D
{
    // mixin contract
    public override void _Notification(int what)
    {
        GD.PrintS("Notification", what);
        this.Notify(what);
    }

    // public override void _PhysicsProcess(double delta) { }

    public void OnPhysicsProcess(double delta)
    {
        GD.Print("OnPhysicsProcess");
    }
}

Unfortunate, but I can just use the default method names.

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