-
-
Notifications
You must be signed in to change notification settings - Fork 92
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
Update files to Godot 4.x #107
Conversation
Mentions the new set of versions
Sorry for the delay in reviewing this PR. Now that Godot 4.0.3 is released, could you amend this PR to target 4.0.3? |
just received the news and got here at the same time you commented, Lol |
Actually, I wonder if we should just drop the godot-cpp moved to including the two files directly so it doesn't have to rely on a nested submodule. We might need to keep the |
Some folks may prefer a submodule workflow, and I’m interested too. It allows upgrading to be simply a submodule update instead of browsing the repo for the header and typing commands for the JSON.
(Indeed, with only two files, I even considered flattening If the choice is to get users to fetch from the engine repo, I’d like both the header and API in the same place (e.g.,
Their reason may very well be because this header repo went outdated for a long while and thus is no longer reliable.
Yep. Godot 3.6 will be LTS; it ain’t going anywhere soon. (P.S. see #106) |
Woke up to a great surprise today: Godot 4.1 video by GDQuest in my feed. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Let's merge to clarify the state of the current master
branch, but as pointed out previously, I don't think we really need to keep maintaining this repository.
Both files can be generated by the Godot binary directly, which helps ensure that there's a correct sync between the extension API and the Godot binary that will use it.
Thanks! |
Closes #106
#99 does not apply