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Godot recently announced the new [GDExtension API](https://godotengine.org/article/introducing-gd-extensions) and merged it into Godot 4.0, replacing GDNative. See [this](https://github.com/godotengin…
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I installed godot 3.5.1 . Downloaded and installed fmod.zip and gdnative . I am not sure what files should be where so I used the structure found in fmod-gdnative/docs. Started godot and created a n…
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Copied from discord:
Found outdated links in the error message. Perhaps the version string could be extracted from Cargo.toml at compile time to make it more consistent?
```
fn generate_err…
Bogay updated
10 months ago
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Currently:
- the CEF does not work for MacOs. Some parts need C# code and some knowledge is needed for exporting the project with Godot.
- ~~Some Godot code needs to optimized (too many copies of te…
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**Your Godot version:**
3.4+
**Issue description:**
The documentation for exporting a Godot C++ gdnative project for MacOS with its compiled gdnative .dylib file (plus external dylib files ie…
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Hello!
https://godotengine.org/article/introducing-gd-extensions
**GDExtension is a new implementation of the GDNative layer that allows the creation of compiled plugins for the engine. At its cor…
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For this project and godot-journey, there are C++ scripts that need to exist. I would prefer to make compiling these scripts follow the same workflow that Godot Engine uses, with several sub-libraries…
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Right now if I register a method that has arguments those don't appear in the autocomplete in the GDScript side... is it okay.. is it a bug?! Also, GDScript doesn't work with returned static typed ins…
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### Description
Raimodula, v1.1.4.0 (70207), Linux x64, GOG, Engine: Godot
Box64 with Dynarec v0.2.7 63428d0
Rock 5B, LFS, BSP kernel 5.10.198 rkr7.1, Gnome 45.3
1080p, default game setting
…
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### The issue
Hey, I hope I'm in the right place with this, I've followed the example in the docs for c++: https://docs.godotengine.org/en/stable/tutorials/plugins/gdnative/gdnative-cpp-example.htm…
S3B4S updated
2 years ago