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Update to Godot 4.0 beta9. #132
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Thank you for spiking on this! I tried to build it on my side but I get build errors like this:
I don't see any indications that godot-cpp failed to build but I don't see it being generated in |
if ARGUMENTS.get("custom_api_file", "") != "": | ||
ARGUMENTS["custom_api_file"] = "../" + ARGUMENTS["custom_api_file"] |
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This won't be needed after godotengine/godot-cpp#968
Looks like
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@twaritwaikar sorry, I forgot to mark it as draft, this should build now, re-using the upstream godot-cpp build system as much as possible. I've tested the linux build (just running the demo, ensuring the library is loaded), and tested that windows builds correctly using mingw (msvc is untested, but should work too). |
Can confirm that MSVC is building properly. I will do some adhoc feature testing then this should be great to merge. There are a couple issues that I can reproduce from the last 4.0b build that I had tested, mainly related to the UI, so the porting work shouldn't be too much once libssl and libcrypto are linked as static libs instead of dynamic ones, but that can be handled in a different PR. Thank you for all the work! |
Yeah, the bindings seem broken in Godot: https://github.com/godotengine/godot/blob/master/editor/editor_vcs_interface.h#L109-L131 Would be great if you could open a PR there. |
Simplify build system.
@Faless I am in the process of opening a PR to Godot to fix the bindings (and a couple others to fix some UI stuff). Would you mind if I built on top of your work to get the plugin built and then a few changes to make it work nicer with Godot from a UX perspective? |
If yes, then this PR would be great to merge in and then I can send my changes later in a different PR |
It should still be possible to use an HTTPS remote with a PAT. You will need to use a remote that's pointing to an HTTPS endpoint and have an access token set here:
Feel free to draft it in an issue or a PR. I don't think Github Wiki supports PR yet but it uses the same Markdown style so we can draft things under PR descriptions. [EDIT: The features should more or less be the same as 2.x]
I am not completely opposed to this idea. I am expecting that we will need to release a new build with each 4.x release anyway so it would make sense to do this. @akien-mga Any thoughts here? Should we skip 3.0 and call it godot-git-plugin 4.0? We can also discuss in RC instead
Yeah, I noticed that in my previous testing as well. Doesn't seem like the behaviour has changed. There are some other issues that I had noticed back then as well - godotengine/godot#62157. |
Hmm, nope. I get this error:
Ooh yeah no wiki PRs yet right 🤔 well, I'll draft it in my fork and we can figure it out what to do with it later, once we're happy with the text. Plain old git CLI is always an option 😸
Yes. Install instructions are different, especially from source, and screenshots need to be updated. Also the page should tell people not to panic about not being able to load it in the plugins panel because that's not how gdextension plugins work 😹 (so they don't waste 40min on it like I did) |
This error will be fixed in Godot once this is merged - godotengine/godot#70342 That should be the only thing stopping you from pushing / pulling. If you are interested, we can talk in https://chat.godotengine.org/ since the discussion for this specific PR is pretty much done |
Versioning plugins that depend on versioned API is always tricky. It can make sense to reuse the major from Godot, but if the numbers stay independent beyond that you might still have confusing situations where for Godot 4.1 you need to use godot-git-plugin 4.3, etc. |
We have been required to make multiple plugin versions for a single Godot release so unless we add another |
That's a good point, if godotengine/godot-proposals#4369 is implemented it would mean a new major for the plugin. |
Thanks! |
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