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Hey, Sam! Gramps here. I'm opening this issue to get your input on a problem with setting rich presence in Steamworks which seems to affect both your project and mine; though my module and GDExtensi…
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Plugins created through GDNative will need to have a particular build for any given desktop platform.
This means that creators will need to be uploading **versioned**, **OS-specific** builds for th…
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**Describe the project you are working on:**
Any project that uses assetlib
**Describe the problem or limitation you are having in your project:**
From what I understand, in order to publish …
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@akien-mga I'm thinking maybe we distribute the wrapper lib stuff as a tarball with the static library on one hand along with the `modules/gdnative/include` folder.
The idea would be to be totally in…
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**Godot version:**
3.0 ~ master
**OS/device including version:**
OS and device independent
**Issue description:**
When a shared library is loaded multiple times, and `load_once = true`, god…
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**Your Godot version:**
v3.4.beta4.mono.official [6a058cbf3]
**Issue description:**
Missing signal connection + missing _ready function
**URL to the documentation page:**
https://docs.godotengin…
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**Your Godot version:**
3.4 stable
**Issue description:**
I was following the instructions for setting up GDNative [from the docs](https://docs.godotengine.org/en/stable/tutorials/plugins/gdnativ…
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I think the tutorial at https://docs.godotengine.org/en/3.2/tutorials/plugins/gdnative/gdnative-cpp-example.html have a problem in the section "Compiling the plugin". The SConstruct file provided is g…
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Hello,
I've been following exactly this https://docs.godotengine.org/en/3.1/tutorials/plugins/gdnative/gdnative-cpp-example.html C++ Gdnative tutorial. Back when I was using Windows 10 it worked fin…
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### Godot version
3.3.stable
### System information
Does not matter
### Issue description
Currently, documentation presents you with such methods as [compress](https://docs.godotengine.…
ghost updated
7 months ago