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Rust bindings for Godot 3

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Updates the requirements on [ahash](https://github.com/tkaitchuck/ahash) to permit the latest version. Release notes Sourced from ahash's releases. Version 0.8.0 Improve the API from 0.7 and may require code changes for some...

dependencies

I wanted to get more people's eyes on this. Everything but the linear interpolation unit test works. The problem with linear interpolation is that godot seems to do it differently..?...

feature
c: core

Integrates support for Godot 3.5.1, including: **Godot** * Updated api.json + XML documentation * Version compatibility warning to avoid accidental mix-ups * CI suite for new engine version (+ support...

feature
c: bindings
breaking-change
c: ci

Fix #764

feature
c: core
status: postponed

With WebAssembly support being added to the engine, this should be a priority for the next release.

c: sys
status: postponed

Issue Codes: https://github.com/godot-rust/godot-rust/blob/25603b047364cde1ab1267cb41579a2734ab01d5/gdnative-core/src/object/instance.rs#L104-L209 Reference Information: https://github.com/godot-rust/godot-rust/pull/891#issuecomment-1130205245

bug
help wanted

Hi, I am new to Rust. So I hope I did not make and rookie mistake and that this is the correct place to make an issue for this problem....

question

These following test cases fail on `gdnative = "0.10"`: ```rust #[test] fn test_godot_transform2d() { use std::f32::consts::PI; let position = Vector2::new(250.0, 150.0); let rotation = PI / 4.0; let transform =...

bug
c: core

While using the bindings, one might create a new script type but forget to register it in `init`. It's a minor annoyance, but one that often leads to confusing errors...

feature
help wanted
c: export