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Rust bindings for Godot 4

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Some control-based nodes like HBoxContainer or Panel have a `Theme Overrides` field in the inspector(last entry under `Control` block). If we create a Rust class "inheriting" from those Godot nodes,...

bug
c: register

Consider this snippet. ```rs #[derive(GodotClass)] #[class(rename = "Not an identifier")] struct MyTupleStruct(String); ``` This is incorrect for two reasons. First, the `rename` key demands an identifier, but it's been given...

good first issue
quality-of-life
c: register

The following methods on builtins take varargs and thus follow the varcall convention: ```php Callable::call Callable::call_deferred Callable::rpc Callable::rpc_id Callable::bind Signal::emit ``` The `variant_get_ptr_builtin_method` API returns `null` when invoked for the...

feature
c: engine

Related to #501, though `ScriptInstance` is a bit of a special case. Godot actually passes `ScriptInstance` around as `void*` for some reason, so on the Rust side we implement a...

feature
c: engine

Par with gdscript per https://github.com/godotengine/godot/pull/82843 It would be nice if this could be allowed for built-in resources. I left a comment here https://github.com/godotengine/godot/issues/80538

bug
c: register

When creating and registering a `ScriptLanguageExtension`, godot complains that `ERROR: Required virtual method RustType::_init must be overridden before calling` even when i have defined a `init` method.

bug
c: engine

Hi there, I defined the following function in my gdextension: ``` #[func] fn add_two(&mut self, a: f32) -> f32{ println!("a:{}",a); return a + 2.0; } ``` The following call has...

bug
c: register

I haven't been using this library for long, but it seems common in Rust code to connect symbols from GodotClass to signals of other script classes. For this, I end...

feature
c: core

When a panic in gdext or Rust code happens, it is currently caught and displayed as a Godot error and on the command line. Users may want to customize this....

feature
c: core