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Obligitory Godot 4 Issue! #39

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croxis opened this issue Nov 21, 2021 · 6 comments
Open

Obligitory Godot 4 Issue! #39

croxis opened this issue Nov 21, 2021 · 6 comments

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@croxis
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croxis commented Nov 21, 2021

Godot 4 changes things. This issue is for a Godot 4 compatible pack!

@Kehom
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Kehom commented Nov 21, 2021

For Godot 4 I intend to migrate everything that is relevant to GDExtensions the moment it allows an extension to have dependencies on other extension(s).

When I say relevant, things that don't get core implementations. As an example, the EncDecBuffer is probably not going to be necessary as I believe byte arrays will provide the necessary functionality.

@croxis
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croxis commented Nov 23, 2021

And I saw some networking improvements too. Is there a pull request/issue for the extension dependencies?

@Kehom
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Kehom commented Nov 23, 2021

I'm not aware of any pull request related to that. However I do know there are plans to make a GDExtension depend on another one.

Nevertheless, after Godot 4 final release, if it doesn't come with this feature I might consider following a different strategy to develop the "addons", in which the pre compiled version will contain every single implemented addon, while the compilation script should offer means to disable those that aren't desired/required.

@Rodeo-McCabe
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Hello Kehom,

I have just ported the DebugLine3D code to Godot 4 since I wanted something similar anyway. I would be happy to open a PR for it if you want to see the changes. I think this one is a very straightforward conversion, and not necessary to use C++ since it's only for debug purposes anyway.

@Kehom
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Kehom commented Mar 7, 2022

I have just ported the DebugLine3D code to Godot 4 since I wanted something similar anyway. I would be happy to open a PR for it if you want to see the changes. I think this one is a very straightforward conversion, and not necessary to use C++ since it's only for debug purposes anyway.

Hello! Does the conversion break compatibility with current stable version of Godot? If not then please feel free to open the PR! Otherwise a new branch has to be created, but to be honest I might prefer to wait for a little more stability over the API. I believe a good time to start working on conversions for Godot 4.0 is when it reaches beta status.

Indeed, the debug helpers are probably better left in pure GDScript.

@Rodeo-McCabe
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Oh yes, it is NOT compatible with 3.x so I will wait until a branch is created for it. I'll check back around the time the 4.0 beta is released, and I'll make sure it's all on the up and up before I make the PR.

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