godot-cpp
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C++ bindings for the Godot script API
I've released windows and Linux builds for [this game](https://github.com/SnailBones/CellForest), but I'm encountering a unique issue on Mac. The game works fine in the editor, but after export it appears as...
The method `GeometryInstance::set_custom_aabb(...)` is not available in cpp bindings. See method documentation here : https://docs.godotengine.org/fr/stable/classes/class_geometryinstance.html#class-geometryinstance-method-set-custom-aabb The workaround is to directly call `VisualServer::get_singleton()->instance_set_custom_aabb(...);`
I have a `Mob` class and a `PackedScene` with the root node of type `Mob`. I would like to instance the scene like this: ```cpp Mob mob = mob_scene->instance(); ```...
The GSoC work on the VCS integration improvement project over at https://github.com/godotengine/godot-git-plugin by janglee is almost complete and works with the 3.2 GDNative API. However now the GDNative API in...
macOS 10.15.7, Apple clang version 12.0.0, compiling the simple GDNative C++ demo as of https://github.com/godotengine/gdnative-demos/pull/52. When I compile with `scons p=osx`, these warnings and errors are generated, and the builds...
The current implementation of `sign` https://github.com/godotengine/godot-cpp/blob/master/include/core/Math.hpp#L110 treats 0 as positive (similar to `std::signbit`). The Godot builtin treats 0 as a special case (returning 0): https://github.com/godotengine/godot/blob/8f7f5846397297fff6e8a08f89bc60ce658699cc/modules/visual_script/visual_script_builtin_funcs.cpp#L753 I'm not sure if this...
I got these warnings when compiling with `clang` on Linux. Automatically casting to integers here completely breaks this, so it should be fixed. I would open a PR, but I'm...
Currently if you do something like `get_node` it will compile fine. However it will always fail at runtime because `AnimationNodeStateMachinePlayback` does not inherit `Node`. Such class can never be found...
Working on my OpenVR plugin port to Godot 4 (using #524) I noticed that any time strings are concatenated we get a crash. Should be reproduce able by simply doing...
calling `get_world()` from `KinematicBody` causing crash possibly leak! , currently I'm calling it in the `_ready` method : ``` void Hero::_ready() { space_state = get_world()->get_direct_space_state(); } ``` ``` simple demo...