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C++ bindings for the Godot script API

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I see that in ```include/core/Array.hpp``` there is ```void sort_custom(Object *obj, const String &func);```but not sure how to use it, any body can help me?

discussion

Hi, I'm sending this message because as far as I can see I find no way to actually do an assert using godot-cpp which is a problem as the standard...

enhancement
discussion

Hi, I've started working on a class factory for my own project that would allow classes to self register without having to manually always add register_class instructions to godot_nativescript_init, and...

enhancement
discussion

I don't know if I can ask something unrelate to bug in this place. Also I almost become insane at this point so I don't want to write long post...

bug
platform:windows

Hi so today I tried generating C++ bindings for godot with CMake and I've stumbled on an issue around [there](https://github.com/godotengine/godot-cpp/blob/d7c55b1ab2606253e94db5ed3caf75f90a47d03c/CMakeLists.txt#L160-L180). Basically `add_library` would fail on windows because paths seems to...

bug

Depending on compiler and level of optimization something like this: ```cpp #include #include // [...] Ref mat = SpatialMaterial::_new(); ``` can cause an error either during linking, or when loading...

bug

``` scons: Reading SConscript files ... scons: done reading SConscript files. scons: Building targets ... g++ -o src\core\AABB.o -c -O3 -std=c++14 -Wwrite-strings -I. -Igodot_headers -Iinclude -Iinclude\gen -Iinclude\core src\core\AABB.cpp g++ -o...

bug

### Suggestion: Create a migration document It would be really helpful if backward incompatible changes were added to a "migration"/"upgrade" document. This is a really good example of such an...

With this editor plugin loaded (make sure reloadable is on in `.gdnlib`), unfocus editor window (now the plugin is unloaded), then refocus editor window (plugin now reload again), then click...

bug