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I can't add node with custom class to scene.
Problem appeared in the last commit.
> ERROR: get: Condition ' !res ' is true. returned: *res
> At: core/hash_map.h:306.
> handle_crash: Program c…
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Godot version 3.1.dev.custom_build.a1f835d
> make linux64 USE_CLANG=yes REGENERATE_BINDINGS=yes GODOT_BIN_PATH=/usr/bin/godot.x11.tools.64.llvm
> scons n=godot-cpp use_llvm=yes regenerate_bindings…
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## TL;DR
Expose the GDScript VM and re-implement GDScript source to bytecode compiler (_tooling_) in GDScript itself in a different git repository.
## Motivation
GDScript is one of the best…
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The plugin currently works fine using a full GDScript implementation, but suffers from performance limitation in some areas. These areas can be optimized a lot using either GPU or C++ implementations.…
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There is a `Sync Script Changes` for the debugger, is it possibly to do this with a native script?
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Godot 3.0
The NativeScript API exposes `godot_nativescript_get_userdata`, which gives a `void*`. Like all naked pointers, it cannot be validated before being casted, especially in this API because …
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Ok this is an interesting one. On the GDNative side everything is a wrapper. In Godot Node::get_child returns a Node * but if that node is a spatial it is safe to cast it to Spatial *.
On the GDNat…
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Hi! I tried to add gdnative support. When I run a game have a error:
I am set in node script dynamic lib:
What I do wrong?
yakud updated
6 years ago
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**Godot version:**
3.0.2 stable
**OS/device including version:**
MacBook Air (13-inch, Early 2014) (1,4 GHz Intel Core i5)
MacOS High Sierra 10.13.3
**Issue description:**
Gdscripts …
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Hi i have a problem when i want to generate the cpp binding i Get this error
```
[gregoire@gregoire-pc` godot-cpp]$ scons godotbinpath="../godot_fork/bin/godot_binary" p=linux
scons: Reading SC…