godot-nim
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Nim bindings for Godot Engine
I'm running into an issue where I have an object subclassing a resource: ```nim import godot import godotapi/resource import source/party/skill type SkillsList = seq[Skill] gdobj Job of Resource: var jobName*...
Can you elaborate an example like `code in GDScript` and `same code in godot-nim`. I have a vague idea, how it would look like, but not quite sure i'm right....
Last commit was 3 months ago, and i'm so frustrated because no matter how good `godot-nim` is, it's still has big issues: - No signal declaration (https://github.com/pragmagic/godot-nim/pull/79) - No cross-compiling...
OS: Windows 8.1 Godot version: 3.3.3 Nim version 1.6.2 
Icons are not loaded into the Godot_v3.4.3-stable_win64 application. Running as an administrator and past versions of the operating system does not help. All the info in the picture. 
Godot-nim GDNative library is trying to unload all scripts when the user switches away from the editor window, resulting in crash https://docs.godotengine.org/en/stable/classes/class_gdnativelibrary.html#class-gdnativelibrary-property-reloadable So to prevent this, you just need to...
I think I've fixed all the issues mentioned in the prior PR #76. I fixed the `when compiles(godotTypeInfo` issue and removed the call to `ord`. Also moved the check for...
Allows user enabled templates to be emitted with `-d:godotSelflessFields` so you only need to use `self.` if there is ambiguity or calling procedures/methods an example is as follows ```nim #Nim...
1. Is it possible to do an export from Godot where the library file is embedded as well (or maybe embed into .pck for projects that don't embed that)? Note...