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Some other gdnative libraries have raised the bar quite a bit in terms of usability / user experience since this project was first created. I will list some examples:
- [ECMAScript](https://github.…
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As of now, I get
```
scons: *** Illegal construction variable `module_GD-REPL_enabled'
File "/hdd/documents/src/godot/SConstruct", line 224, in
```
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Create a GUI program for installing/uninstalling modules from GitHub and building Godot from source code. Thinking something almost like npm/pip, but strictly for making Godot builds.
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Currently, with this repo alone, there is no way to test wether or not changes work, create leaks or even compile. The latter is partly because some features are header-only and only get compiled when…
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**Describe the project you are working on:**
An editor plugin. But this can help all projects using GDScript.
**Describe the problem or limitation you are having in your project:**
GDScript b…
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Perhaps the module could perform some automatic pitch & frequency modulation, as Godot can quite easily slow down a sample to play it longer.
To reproduce:
1. Create a `SfxrStreamPlayer`
2. Set…
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**Describe the project you are working on:**
I have attempted in the past to build addons written in NativeScript C++, but the process is cumbersome and concerns me at scale.
**Describe the proble…
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Hello! I have managed to get this extension built and running with godot 3.5, but was wondering if there is some way to get widevine CDM support?
I am currently testing on windows 10.
I have tried t…
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I'm writing the code like this:
`const SQLite = preload("res://lib/gdsqlite/gdsqlite.gdnlib")
var db = SQLite.new()`
But it says, "Invalid call. Nonexistent function 'new' in base 'GDNativeLibr…
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So, I just found out this repo and looking at the limitations, I noticed something odd:
> Ruby's method semantic is incompatible with the seperate properties and methods in GDScript since there are o…