Closed MudkipWorld closed 1 week ago
I've kicked the workflow used to build the prebuilt releases. When it's done you should be able the download the artifacts from here (will expire after a month I think).
Life hasn't left me much time to work on this recently, so I'm not sure when I'll be able to get around to updating for release or build documentation. I haven't forgotten about it tho. If you run into other issues please feel free to open another. Keeping issues separate really helps to keep track of things.
I've kicked the workflow used to build the prebuilt releases. When it's done you should be able the download the artifacts from here (will expire after a month I think).
Life hasn't left me much time to work on this recently, so I'm not sure when I'll be able to get around to updating for release or build documentation. I haven't forgotten about it tho. If you run into other issues please feel free to open another. Keeping issues separate really helps to keep track of things.
It is okay, man, I get you. Also, there seems to be an issue with the Windows build (the os I use), sorry for not specifying that earlier ^^ and if you were able to, would you mind showing how to import external libraries? it seems to only work with importing godot in script. thank you
First build failed, I updated the link, try taking another look.
I don't have anymore energy today unfortunately. For pure Python libraries, if they are in side the project directory they should work, anything else will have to wait till I or someone else has time to spare. Hope that's enough to get you started.
I don't have anymore energy today unfortunately. For pure Python libraries, if they are in side the project directory they should work, anything else will have to wait till I or someone else has time to spare. Hope that's enough to get you started.
The git build crashes the engine. It is fine tho, I can wait till the next update ^^ Take your time, feel free to reply to me when you have time.
I'll try kicking the build on my branch of the repo.
windows.x86_64 = "res://bin/windows-x86_64/libgodot-python.windows.x86_64.dll"
godot-python-extension-master\test\bin\
bin
is a symlink which isn't transferredgodot-python-extension-master\test\bin\
Make a test zip
ERROR: Traceback (most recent call last):
File "godot/__init__.py", line 22, in <module>
from . import _internal
File "godot/_internal/__init__.py", line 127, in <module>
_init()
File "godot/_internal/__init__.py", line 30, in _init
module_machinery.initialize_module()
File "godot/_internal/module_machinery.py", line 73, in initialize_module
type_bind.bind_variant_type(type_info)
File "godot/_internal/type_bind.py", line 88, in bind_variant_type
method_bind.bind_method(cls, type_info, method_info)
File "godot/_internal/method_bind.py", line 273, in bind_method
method.__doc__ = doc_utils.reformat_doc_bbcode(docs)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "godot/_internal/utils/doc_utils.py", line 62, in reformat_doc_bbcode
for_tty = sys.stdout.isatty()
^^^^^^^^^^^^^^^^^
AttributeError: 'NoneType' object has no attribute 'isatty'
In call:
godot._internal.method_bind.bind_method(
<class 'godot.String'>,
{'name': 'String', 'indexing_return_type': 'String', 'is_keyed': False, 'operators': [{'name': '==',
'right_type': 'Variant', 'return_type': 'bool'}, {'name': '!=', 'right_type': 'Variant', 'return_type':
'bool'}, {'name': '%', 'right_type': 'Variant', 'return_type': 'String', 'description': 'Formats the
[String], replacing the placeholders with one or more parameters. To pass multiple parameters, [param right]
needs to be an [Array].\n[codeblock]\nprint("I caught %d fishes!" % 2) # Prints "I caught 2 [...]
{'name': 'casecmp_to', 'return_type': 'int', 'is_vararg': False, 'is_const': True, 'is_static': False, 'hash':
2920860731, 'arguments': [{'name': 'to', 'type': 'String'}], 'description': 'Performs a case-sensitive
comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or
[code]0[/code] if equal. "Less than" and "greater than" are determined by the
[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each [...]
)
In call:
godot._internal.type_bind.bind_variant_type(
{'name': 'String', 'indexing_return_type': 'String', 'is_keyed': False, 'operators': [{'name': '==',
'right_type': 'Variant', 'return_type': 'bool'}, {'name': '!=', 'right_type': 'Variant', 'return_type':
'bool'}, {'name': '%', 'right_type': 'Variant', 'return_type': 'String', 'description': 'Formats the
[String], replacing the placeholders with one or more parameters. To pass multiple parameters, [param right]
needs to be an [Array].\n[codeblock]\nprint("I caught %d fishes!" % 2) # Prints "I caught 2 [...]
)
During godot python module initialization
at: pygodot::initialize_python_module (src\extension\extension.cpp:268)
Seems to be related to sys.stdout not working redirected on windows?
Made a windows branch https://github.com/V-Sekai-fire/godot-python-extension/tree/windows.
Still testing.
Made a branch pr https://github.com/maiself/godot-python-extension/pull/17.
Solves the crash on godot engine steam 4.2.
Did not solve the steps:
Tested the pr and it works for me on my computer.
@fire, merged the pr, is there more yet to do here?
Not on my test case.
Editd:
Nothing else to do for my test case. Seems to work for me.
I'm going to close this issue as its gotten a little confusing. Please open a new issue if you have further problems.
Hi, I am having few issues with the addon. I tried using the prebuilt release, but the ouput in Godot keeps having this message :')
by any chance are you able to update it? I am not too familiar with building/ compiling Gdextensions, so I think either making the build instructions more clear or having an updated prebuilt would be nice. ^^;
EDIT : Another issue, I am trying to test/ import a library, but this doesn't seem to work. Is this not supported yet or an issue?