Open fire opened 4 years ago
I still don't understand where would this be? Are you referring to something to write in your library's SCons files so they all use the same c++ bindings? Why does it means to change something the bindings themselves? (i.e an issue here)
The idea is that the documentation recommends https://docs.godotengine.org/en/latest/_downloads/e1265441bc0bd0c8988e7647667eb187/SConstruct 's hard coded SConstruct. It would be helpful to update the hardcoded SConstruct to have support for the custom_gdnative=../somewhere_on_the_file_system syntax.
This is probably the wrong place to put this, but this is issue tracker for all things gdnative and C++.
Describe the project you are working on:
Multiplayer 3d game
Describe the problem or limitation you are having in your project:
Using multiple gdnative libraries means each has a copy of godot-cpp. This causes problems with ensuring that they use the same version of godot-cpp.
Describe the feature / enhancement and how it helps to overcome the problem or limitation:
Add
custom_gdnative
orcustom_godot_cpp
scons option to the template. The name is arbitrary.Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:
The new scons option will do a search outside of the current repository.
If this enhancement will not be used often, can it be worked around with a few lines of script?:
Yes. A few lines of scons :D
Is there a reason why this should be core and not an add-on in the asset library?:
Build system things for gdnative aren't core.