Open willnationsdev opened 6 years ago
Can't wait for this to come out, Quick question though, does this also support Rust as well?
It won't support Rust out-of-the-box, but it will be designed such that adding Rust support should be fairly simple. There is an execute script that handles all of the logic in a large "match" statement for each language, supplying build parameters such as platform, architecture, target, bindings version, include directories, include libraries, etc.
Cool mate. Thanks for letting me know.
On Wed, Sep 19, 2018 at 12:01 PM Will Nations notifications@github.com wrote:
It won't support Rust out-of-the-box, but it will be designed such that adding Rust support should be fairly simple. There is an execute script that handles all of the logic in a large "match" statement for each language, supplying build parameters such as platform, architecture, target, bindings version, include directories, include libraries, etc.
— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/willnationsdev/log/issues/14#issuecomment-422621521, or mute the thread https://github.com/notifications/unsubscribe-auth/Ab79Br-Tmpvh60QHMI9JTBzhsVJhUmBOks5ucaWBgaJpZM4Wuu1S .
While a plugin approach is still a good idea for putting together an initial prototype, I have also submitted a Godot Proposal for this topic, in the hopes that it will eventually be an integrated feature of Godot Engine.
Use EditorInspectorPlugin with Godot-Next's FileSystemItemList. This eliminates the need for config files, creates a dedicated script class Resource for defining a GDNativeProject and its related build settings.
May actually decide to have a project and build settings be considered separate things entirely. Would certainly make it more flexible.
This, combined with a ClassType enum system would actually make creating Inspector-based project selection and build selection / definition a lot easier.