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Update compatibility to 4.0-stable #304
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I have added changes for compatibility for up to 4.0 rc1. |
Remove VisualScript checking, as it was discontinued
Handle WorldECSEditorPlugin::edit being called with nullptr Move adding Components3DGizmoPlugin to _editor_init Reset default properties when destructing ScriptEcs
Remove explicit -j option and let the godot build system automatically find the best
@RevoluPowered Where exactly are the extra whitespaces? Or is there one missing? |
Please continue updating Godex while Andrea Catania is busy. There seem to be new issues with compilation due to the following Godot commit godotengine/godot@4e34cf2 . |
@mkay-dev Ah, I guess that was the error on the build I got earlier. I'll try to check that when I am home later today. |
@Beliar83 Thanks in advance. Can I maybe also motivate you to fix some linux issues should they arise. I'm not yet deeply familiar with c++ and godot/godexs source code so I'm only working up to fixing these kind of issues myself. |
@mkay-dev It should generally build on linux (the automatic builds in my fork and this PR do), though I have WSL or a VM at best. If you have any specific problem I can look at it, though. |
@Beliar83 Sounds great. Your fork did compile against Godots 4.0 release build just fine so I'm just being heedful of possible issues. Again thanks for the help. |
Here is the compilation error I am getting:
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@mkay-dev I reset my fork and worked on a separate branch for updating the compatibility - as I should have done from the start, so there was nothing changed yet for this PR. I have fixed the problem, but I am doing one more check build after merging from this repo. |
@Beliar83 Excellent! You're a true hero.
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Typically godot engine developers do one merge commit (rebase and then force push to a feature branch). What does @AndreaCatania prefer and how far is this from working? |
Godot 4.1-stable released a few days ago. |
https://github.com/Beliar83/godex/blob/main/systems/system.h#L6 is using the wrong type of include. #include "../ecs_types.h" |
Yeah, I have already updated it in https://github.com/Beliar83/godex/tree/dev_main |
Hi! Is the work on that PR still going on? |
Hi @YPares, I don't think so. |
Oh :/ ok. That's too bad... |
@YPares If you mean whether I still do updates, then no. |
If there is still interest we'll probably need to fork the repository and start merging changes. |
This is a good idea @fire |
@AndreaCatania since you're here, you could give maintainer ship to interested people wanting to maintain godex |
Hey @fire, fork the project is the way to go, at least for the moment |
This makes godex compile with commit 92bee43adba8d2401ef40e2480e53087bcb1eaf1, which is the one that was used to build the stable reelase of Godot 4.0.
I am not 100% if the function I wrote to replace remove_and_skip is working correctly. I did some quick tests and it looks okay, but maybe someone with a deeper knowledge of godex should double check.