Aaron Franke
Aaron Franke
Workflow idea: 1. User has an asset uploaded to GitHub 2. User clicks [Submit Asset](https://godotengine.org/asset-library/asset/submit). 3. A page is provided with only 3 things: a brief intro and link to...
Except sometimes the repo isn't hosted on GitHub.
Rebased and updated following #691. Note that this PR is for 3.x, the master version #759 is already merged.
I have no idea how to make the same change to GDExtension, so I changed the base of this PR to 3.x.
An alternative solution is to store the `godot-cpp` submodule/folder outside of the Godot project, like in the current master of the GDNative demo projects. But yes, adding a `.gdignore` is...
@Faless Yes, that works! But three things: * Why is this required on macOS and iOS but not Windows or Linux? Is this Apple's requirement? * This should be documented...
The code you linked is for VisualScript, not GDScript. In Godot 3.x, the sign function treats 0 as positive. In Godot 4.0, this will be changed to 0. See https://github.com/godotengine/godot/issues/44841...
Ah yes, you're right. The thing that was treating 0 as positive was the `SGN` macro, not GDScript's method. I guess this should be changed in GDNative to match GDScript,...
@GeorgeS2019 That's a good point, I added a new emoji to this tracker to reflect this status ❌.
Feel free to open a PR, but it will have to be marked as draft since it uses Godot 4.0 and the demos are currently targeting 3.x.