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Currently, `RefCell` and `i32` are used to store user-defined `GodotClass` instances and their reference counts:
https://github.com/godot-rust/gdextension/blob/a64f22409e05d1353492fded4aa36a4b4e6b7…
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**Describe the problem or limitation you are having in your project:**
The Kotlin/Native compiler is very slow at present, resulting in fairly long turnaround for small game code changes using godot-…
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Currently all the binding code to expose the Godot classes declared by `api.json` is generated into a single `pythonscript/godot/bindings.pyx` file.
This make it very very big (~7mo for `bindings.p…
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Hi!
is there any guide for the compilation of the ios framework?
couldnt manage to do it in any way.
thanks!
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`godot.bindings` is not code completion friendly due to use of lazy module binding.
For example while using PyCharm I just see import errors - `godot.binding.Spatial` in my case. It's not even poss…
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Hello, when trying to call `ArrayMesh::add_surface_from_arrays` from gdnative, I get a crash. Doing the exact same call from GDscript (with the array computed by gdnative) works well.
## My setup
…
Shaac updated
2 years ago
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Which language limits which exports, and in what manner?
Possibly also: which language limits consuming external libraries, or other potential limitations that somebody picking a language should be…
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Moved from https://github.com/godotengine/godot/issues/4525
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### Godot version
v3.5.stable.official [991bb6ac7].
### System information
Windows 10, GLES 3, RTX 2070
### Issue description
References to GDNative DLLs seems fundamentally broken with…
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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…