gdnative
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Rust bindings for Godot 3
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...
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..?...
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...
With WebAssembly support being added to the engine, this should be a priority for the next release.
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
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....
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 =...
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...