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Rust bindings for Godot 4

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I have discovered that when a panic occurs in the _Virtual trait functions; such as init, ready, draw, and process; the game (or editor in the case of init) would...

bug
c: register

It should probably be possible to have the .gdextension file get auto generated when we compile the library. which could make things easier for people to set up gdext for...

feature
c: register

`PhysicsServer2D/3D` and their related classes should be at `Server`. Sometimes one would want to inherit from `Object` but have a class available before `Scene`. Could `Object` have its init level...

bug
c: register

Currently most virtual methods take `&mut self` as the receiver, this can be problematic if you want to call multiple virtual methods at once from godot. We could loosen this...

feature
c: register

Rust: ![image](https://github.com/godot-rust/gdext/assets/1013994/3c657ac3-6754-4da6-833e-6c857a555685) Godot: ![image](https://github.com/godot-rust/gdext/assets/1013994/cdb3121d-8123-4466-a4cc-b92e19315396)

bug
status: upstream
c: register

Hello, here is all of my source code lol: ```rust use godot::prelude::*; use ndarray::{Array, ArrayBase, Dim, OwnedRepr}; use rand::Rng; type NNArray = ArrayBase; macro_rules! godot_panic { ($msg:expr) => {{ godot_error!($msg);...

bug
c: core

Instead of `Input::singleton().is_key_pressed()` you should just be able to write `Input::is_key_pressed()`. It's shorter, closer to GDScript, more Rusty, and avoids the overloaded word "singleton" which can also refer to an...

quality-of-life
c: engine

Concerns all three proc-macros used for class registration: ```rs #[derive(GodotClass)] struct MyClass { ... } #[godot_api] impl MyClass { ... } #[godot_api] impl XyVirtual for MyClass { ... } ```...

quality-of-life
c: register

Some patterns in the code-generated `engine` API are relatively frequent and could benefit from thin higher-level wrappers. This issue tracks such ideas, please add one post for each idea 🙂...

feature
c: engine

This only occurs when a modifier key is used simultaneously with another key. ([small discord discussion](https://discord.com/channels/723850269347283004/1128105278815080448/1129617556626472981)) OS: Mac 12.5 Godot: 4.1.stable master branch ``` thread '' panicked at 'called `Result::unwrap()`...

bug
c: register