godot-cpp
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C++ bindings for the Godot script API
See https://github.com/godotengine/godot-cpp/issues/807.
I can't pass PackedByteArray to Variant.call and get error with NIL Type gdscript code: ``` $Example.SendRequest("connector.joingame", "aaa".to_ascii_buffer(), func(x :PackedByteArray): if (x.size() == 0): prints("ok") else: prints("nono") ) ``` c++ code:...
This is the companion to PR https://github.com/godotengine/godot/pull/82554 **NOTE: This won't pass tests until after the Godot PR is merged.** Fixes https://github.com/godotengine/godot-cpp/issues/1255 Fixes https://github.com/godotengine/godot-cpp/issues/709
Copied over just the specific api changes from this PR and not a general update, if the latter is desired I'll just copy that over instead Since GDExtension supports vararg...
I've migrated my project recently from 3.5 to 4.0 and while trying to compile libraries I get the following error: ``` ModuleNotFoundError: No module named 'binding_generator': File "/home/rayhammer/Documents/Godot/GunPower/SConstruct", line 7:...
Fixes https://github.com/godotengine/godot-cpp/issues/604 This uses functionality from PR https://github.com/godotengine/godot/pull/82331, which optionally adds documentation to the `extension_api.json`, to generate Doxygen-style inline documentation if it's available. **This is marked as a DRAFT because...
The 1st batch of PR's marked with `cherrypick:4.2`
Same changes as in https://github.com/godotengine/godot/pull/87814 As with the engine, it's only changing offset/alignment calculations and checks, actual memory layout should not change.
### Godot version 4.2.1.stable ### godot-cpp version 4.2.1.stable ### System information Any ### Issue description Currently, `is_instance_valid()` dereferences object pointers passed to it due to implicit cast to Variant. As...
The reason I want to propose this is so that users who just want a compilation database (I use Windows Subsystem for Linux/WSL so its useful for me) can then...