miguel
                                            miguel
                                        
                                    Also, perhaps we want to update our SConstruct file and simplify it like this: https://github.com/nathanfranke/gdextension/blob/main/SConstruct (with additional FMOD dependency setup) We could also add godot_cpp as a git sub module...
@2shady4u @piiertho I am currently drastically simplifying the Scons file by directly basing it on the godot_cpp Scons. Firstly, I made godot_cpp an actual git submodule. If this is something...
@2shady4u I used your SConstruct file as a base and was able to get it building :) 
Made some significant progress of getting the gdextension running within Godot 4. A couple of caveats: - the .gdextension file now correctly points to the Windows dll paths - when...
I am actually able to load the GDExtension now within Godot! The next challenge is to solve the "Fmod Singleton" situation within the GDExtension. Currently getting some nasty crash when...
Fmod Singleton now works within Godot Engine 4!  I'll still have to fix some outstanding errors in gdscript as part of the demo project but the .gdextension loads correctly,...
@CedNaru yeah! I added a TODO. Basically, we have to add an XML file containing documentation + arg names because godot_cpp will not generate them on its own when building...
@2shady4u one thing we might want to consider doing is when building: to export the dynamic libraries into the respective folders listed here: https://github.com/utopia-rise/fmod-gdnative/blob/godot-4.0-adaption/demo/addons/fmod/fmod.gdextension#L5 (the paths for non-Windows are not...
> In a similar vein: Do we need to supply both DEBUG and RELEASE binaries for the plugin? (As there's now an entry for both debug and release in the...
@2shady4u I am not an SConstruct expert - how do I adjust it so we can avoid having to use