godot-cpp
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C++ bindings for the Godot script API
**Branch Nativescript 1.1** Given the following code: ``` #include "Sprite.hpp" class Sprite : public godot::Sprite { GODOT_CLASS(Sprite, godot::Sprite); public: static void _register_methods() {}; void _init() {}; }; /* Godot export...
Right now if I register a method that has arguments those don't appear in the autocomplete in the GDScript side... is it okay.. is it a bug?! Also, GDScript doesn't...
Godot-cpp commit 8ead641b086b4c3034fc611854f38e516659aec1 godot4 commit be52c5bf6ee7f8e1181f42f7c68fca9f8aaaa2b6 Windows 10 Using example code below place Example node in scene tree in editor and it will be spamming in log as if it...
**Repo branch:** `3.3` (and a few others) **Godot version:** `3.3.stable` After lots of trial and errors, comparing multiple guides, docs, tutorials, different versions, different toolchains and different C++ standards I...
Fix for forward declaration of structs that exists in "native_structures" and earlier was declared as structs to prevent linking errors on MSVC
Let suppose a member method like this: ``` void Foo::bar(godot::String const name); ``` If we want to make it uses for GDNative script, we have to export it: ``` godot::register_method("bar",...
Extend examples to show, how Nodes and Resources are passed to gdextension Update Godot project to config_version=5
Assume that I have a class which do not inherit from anything ``` class UserDefineType { // Some properties. }; ``` There is no way that I can **ADD_PROPERTY** to...
I was following the tutorial and had a linker problem at the last build step I built godot-cpp with ```scons platform=linux generate_bindings=yes use_custom_api_file=yes custom_api_file=../api.json```. then ``` scons platform=linux ... /bin/ld:...
The code that handles methods getting called on our objects does only basic checking on the parameters passed to it from Godot. We've fixed a number of scenarios where we...