Tristan Grespinet
Tristan Grespinet
Additional note: The VariantMapper will also need to be split into 2 (one for the true Godot type, one for the custom) so we can also use those conversions with...
Native structures are former low level internal structures used by Godot. For the sake of having extensions able to override some servers or other lower level features, some structures have...
Initial PR made by Reduz regarding that. I haven't check the recent change to them https://github.com/godotengine/godot/pull/52036 The reference implementation in that PR is the AudioBuffer structure. It allows an extension...
So first I have to explain a bit how our repo works so you can understand what to do. The source code is divided into 2 great parts ( to...
Additional statement: Given the major rework going on with Godot extension system currently: https://github.com/godotengine/godot/pull/49744 A good chunk of the C++ code will probably have to be reworked when we switch...
Good Idea, so far it's only made from the Godot editor.
For consistency, I think it's better to take the same option as Godot.
The best would be to tied that to the -quiet or -verbose setting of Godot instead of having a variable specially made for this addon. But I don't think I...
Hi, I have no knowledge about wasm so I might say something wrong. For a GDnative lib to run in a browser, I guess you need to compile them with...
Ho so it seems that's FMOD got a HTML5 target already [HTML5 Fmod](https://fmod.com/resources/documentation-api?version=2.0&page=platforms-html5.html) I guess I never paid attention to that. So it might be possible. Well, the hell of...