0.20, stub, windows -> cannot open file: engine
I installed godot 3.0 and followed the [godot-nim Getting Started docs](https://pragmagic.github.io/godot-nim/v0.7.8/index.html#getting-started).  I have an existing nim 0.20.0 and nimble.  Trying to build the stub, there were errors.  Using `nimble install https://github.com/aguspiza/godot-nim#head` and `requires "https://github.com/aguspiza/godot-nim#head"` in stub.nimble fixed many of the errors.   

I [forked that repo](https://github.com/travisstaloch/godot-nim) and got through the remaining error and even got rid of warnings which were mostly caused by changes to NimNode after 0.18.  The remaining error involved removing the `{.immediate.}` pragma from the [macro gdobj in godotmacros.nim(630)](https://github.com/aguspiza/godot-nim/blob/master/godot/nim/godotmacros.nim#L630).  I also [forked the stub](https://github.com/travisstaloch/godot-nim-stub) with my change.  

I'm now getting the error:   
> godot-nim-stub\src\fpscounter.nim(5, 8) Error: cannot open file: engine

Any ideas or suggestions?  Do I just need to be on 0.18?  I saw a comment above godotmacros.nim(630) 
```nim
# immediate macros are deprecated, but `untyped` doesn't make it immediate,
# as the warning and the documentation claim.
```

Could this be causing the error I'm seeing?  I don't need to have the [godot_headers](https://github.com/GodotNativeTools/godot_headers) somewhere and pass/include to nim compiler do I?  Hoping there is someway to use 0.20 as choosenim is broken on windows afaik.  