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After Addons is copied to new project and enabled, it shows 4 error message related to addon's Scripts files #72

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muhrifqii opened this issue Nov 7, 2024 · 4 comments

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@muhrifqii
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The error messages are

  res://addons/MetroidvaniaSystem/Scripts/MapView.gd:46 - Parse Error: Cannot infer the type of "element_list" variable because the value doesn't have a set type.
  res://addons/MetroidvaniaSystem/Scripts/MapView.gd:69 - Parse Error: Cannot infer the type of "element_list" variable because the value doesn't have a set type.
  res://addons/MetroidvaniaSystem/Scripts/MetroidvaniaSystem.gd:-1 - Compile Error: 
  modules/gdscript/gdscript.cpp:2936 - Failed to load script "res://addons/MetroidvaniaSystem/Scripts/MetroidvaniaSystem.gd" with error "Compilation failed". (User)

I created an empty godot project and copied the addons into it.

Godot version: v4.3.stable.official [77dcf97d8]
OS: Ubuntu 24.04

@Nordle
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Nordle commented Nov 8, 2024

Try installing using AssetLib instead - I'm using the exact same version of Godot as you (although on Mac) and for me cloning the repo and moving the addons into my project was producing some parse errors too, after cleaning it up and installing it through the AssetLib it worked much smoother (I believe the version in the code is experimental)

@KoBeWi
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KoBeWi commented Nov 8, 2024

Yes, the current master is a bit broken. I'll fix the errors before next release.

If you want to get the stable version from GitHub, use this commit 17e1fed

@muhrifqii
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Ah I see, thanks for the direction @Nordle @KoBeWi . I was following the the guideline on wiki that only copying the addon directly after cloning the repo. I think it might be beneficial to use the release function with tag

@KoBeWi
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KoBeWi commented Nov 9, 2024

Makes sense.
Although the master is usually stable. I just started some big refactor and it's dragging out.

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