David Snopek
David Snopek
> * the `Variant` has another type than `OBJECT` It's currently coded to return `0` if the type isn't object. This is different than the vanilla `Variant::operator ObjectID()` which will...
Thanks for the feedback! > 2\. There is a CHANGELOG on each of the minor branches (4.1, 4.2, 4.3) that mirrors the contents of `main` / `master` up to the...
@Bromeon: > This is precisely how we do it in godot-rust: people can set an "API level" (minimum compatible version), or choose a custom Godot version. I think this may...
@allenwp: > I expect that this versioning scheme will only make sense to new users if the history of the project is known, which is not ideal. I actually think...
> The only question I have (as I asked in the last meeting) is whether the old versions of godot-cpp will still be maintained. If we introduce a breaking change,...
As discussed at the GDExtension meeting of 2025-09-15, I've spent a bit of time re-reading the comments here to see what is left to settle on this proposal before we...
Thanks! This one should be fairly easy to fix. We've already got `UtilityFunctions::print()` - I think we could just add a hand-written `print_line()` function that calls it.
Godot doesn't provide this information to us, but I think it would be inappropriate to add it to `extension_api.json`, because it's so C++-specific or even really godot-cpp-specific because we're the...
Yeah, it's a workaround, but you can get the scene tree like this: ``` SceneTree *scene_tree = Object::cast_to(Engine::get_singleton()->get_main_loop()); ``` We should probably generate a `SceneTree::get_singleton()` function that does this in...
> Since this breaks ABI compatibility, what can I do to preserve compatibility? This should be addressable via `bind_compatibility_method()` (following the usual pattern with `node.compat.inc`, and `_bind_compatibility_methods()`, etc - take...