Fabio Alessandrelli
Fabio Alessandrelli
I've also backported this patch to godot-cpp 4.1, 4.0, 3.x (gdnative) to speed up webrtc-native plugin builds. In case anyone is interested, see: https://github.com/godotengine/webrtc-native/pull/147
> Something that occurs to me for the future: if we could also eliminate methods that an extension isn't calling, that would allow reducing the classes that get built even...
It appears that the native windows crypto backend [wincng](https://github.com/libssh2/libssh2/blob/master/src/wincng.h#L74-L75) doesn't seem to support elliptic curves at all. I have a [branch](https://github.com/Faless/godot-git-plugin/tree/build/openssl_win_too) where I enabled the openssl build for windows too,...
The [TPS demo](https://github.com/godotengine/tps-demo) has NPCs (red robots) that are spawned and controlled by the server
> Is it safe then for my `EditorDebuggerPlugin` to cache the `EditorDebuggerSession` or its ID (as I think there should only be one active), The ID is a bit of...
> I've added the 3 methods as virtual methods on the `EditorDebuggerPlugin` interface. Oh no... as I mentioned in my comment, those should probably have been signals not virtual methods...
@Naros I'll let you know in case, it's not the end of the world indeed, just a bit weird, we usually prefer virtual methods for things that needs overriding and...
Is it enforced by CI somehow? E.g. is the type definition used by the Closure Compiler (docs doesn't seem to mention typescript imports support). And if not, how are going...
As far as I can tell (see https://github.com/jsdoc/jsdoc/issues/1929 and https://github.com/jsdoc/jsdoc/issues/1645 ) it seems that the jsdoc syntax used to import from TS type definition is a VSCode dialect. I'm not...
> `godot::MultiplayerAPI::RPCMode` does not seem to be available for a GDExtension That's defined in `gen/include/godot_cpp/classes/multiplayer_api.hpp` > also `ScriptServer` is missing, so the extension cannot register its custom language I think...