-
Notifications
You must be signed in to change notification settings - Fork 60
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add clang-format support #29
Comments
I don't understand why this issue is open, this repo does not have any C++ code in it and I don't think there are plans to add any. |
why not? Porting these codes to GDNative and/or Modules, is a good approach!! |
Would you like to volunteer to do this? I don't think anyone has announced they're doing the work to port these. I just don't see why we need an issue open to track something that can't be meaningfully acted upon right now since there are not currently any C++ files in this repo, and we have no idea if/when this will happen. |
well I would like to, I've already Implemented a state machine using GDNative, But I must say, I'm no expert, but I would like to. Also of course if @willnationsdev or you give me support (discord questions) I'm totally in... |
@aaronfranke is right, for the most part. Before adding I was going to start working on that again (and did initially), but got sidetracked by work stuff and haven't had a chance to go back since. |
well, godot 4 is approaching, we're having a lot of improvements into graphics and GDScript itself, In my opinion you should contact Vnen, since he is getting into GDNative, And you have a lot of experience and know about users needs. |
vnen is busy with other things, it's best not to bother him about godot-next. Giving him feedback about your experience with GDNative will only help if you have experience with GDNative, so someone else attempting a port should come first :) |
We should add clang-format to the codebase so that any added C++ code will have consistent styling. We should probably use the exact same clang-format as Godot's source code for consistency.
The text was updated successfully, but these errors were encountered: