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Rust bindings for Godot 4
## Problem `Array` and `Array` are indirectly convertible, via `Variant`. ### Integer conversions They are even equal if `T` and `U` map to the same variant type, like integers: ```rs...
Quite a fundamental change to the way how we handle arrays, which should also fix #727. Still an early draft version and up for discussion. This PR adds a third...
The main thread sometimes panics if a shared borrow to a `GdCell` on another thread exists while trying to mutably borrow the cell. This is caused by the `ThreadTracker::mut_thread` `ThreadId`...
In my [performance investigation](https://github.com/appsinacup/godot-rapier-physics/issues/139) I see a lot of usage of: `PhysicsDirectBodyState2D` -> `get_transform`, `get_velocity` ... For these, the times are much higher than in the C++ equivalent. I even...
Consider adding option: ```toml enchanced-determinism = ["glam/libm"] ``` For glam inside `godot-core/Cargo.toml`. This option would allow people that want to use the libm flag which would make the math lib...
Fixes #192. I assembled the list of required methods via ```sh rg "GDVIRTUAL_REQUIRED_CALL" -g *.cpp -g *.h -g !thirdparty ``` and ```sh rg "EXBIND[^(]*" -g *.cpp -g *.h -g !thirdparty...
Adds a trait `AsObjectArg`. Godot engine functions that have a parameter `impl AsObjectArg` will now accept: - `Gd` where `U: Inherits` - `&Gd` - `Option` - `Option` - `Gd::null_arg()`, a...
Passing a typed `Array` from Godot and attempting to convert it to a `VariantArray` currently panics (in a very unclear manner). This is unintuitive and unhelpful behavior, and makes dealing...
Rationale: In multithreaded contexts, I've come across a use case where it was useful to express that a multithreaded operation would return a type that implements `ToGodot`. This is one...