From e31e15bb3bf97661ed1c687453e5ea3bc6f1dac6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Wed, 1 Mar 2023 15:31:02 +0100 Subject: [PATCH] Add compatibility warning: godot-cpp is still in beta --- README.md | 45 ++++++++++++++++++++++++++++++--------------- 1 file changed, 30 insertions(+), 15 deletions(-) diff --git a/README.md b/README.md index fd256a35..38f8320e 100644 --- a/README.md +++ b/README.md @@ -2,28 +2,30 @@ > **Warning** > -> This repository's `master` branch is only usable with Godot 4.0 ([GDExtension](https://godotengine.org/article/introducing-gd-extensions)). +> This repository's `master` branch is only usable with Godot's ([GDExtension](https://godotengine.org/article/introducing-gd-extensions)) +> API (Godot 4.0 and later). > -> Switch to the [`3.5` branch](https://github.com/godotengine/godot-cpp/tree/3.5) -> if using Godot 3.5.x with GDNative, -> or the [`3.x` branch](https://github.com/godotengine/godot-cpp/tree/3.x) -> if using the Godot 3.x development branch with GDNative. +> For GDNative users (Godot 3.x), switch to the [`3.x`](https://github.com/godotengine/godot-cpp/tree/3.x) +> or the [`3.5`](https://github.com/godotengine/godot-cpp/tree/3.5) branch. This repository contains the *C++ bindings* for the [**Godot Engine**](https://github.com/godotengine/godot)'s GDExtensions API. - [**Versioning**](#versioning) +- [**Compatibility**](#compatibility) - [**Contributing**](#contributing) -- [**Getting Started**](#getting-started) -- [**Included Example**](#included-example) +- [**Getting started**](#getting-started) +- [**Included example**](#included-example) ## Versioning This repositories follows the same branch versioning as the main [Godot Engine repository](https://github.com/godotengine/godot): -- `master` tracks the current development branch. -- `3.x` tracks the development of the next 3.x minor release. -- Other versioned branches (e.g. `3.3`, `3.2`) track the latest stable release +- `master` tracks the current GDExtension development branch for the next Godot + 4.x minor release. +- `3.x` tracks the development of the GDNative plugin for the next 3.x minor + release. +- Other versioned branches (e.g. `4.0`, `3.5`) track the latest stable release in the corresponding branch. Stable releases are also tagged on this repository: @@ -37,18 +39,31 @@ Godot version.** > using `godot-cpp` against a more current version of Godot, see the instructions > in the `gdextension` folder to update the relevant files. +## Compatibility + +**Warning:** The GDExtension API is brand new in Godot 4.0, and is still +considered in **beta** stage, despite Godot 4.0 itself being released. + +This applies to both the GDExtension interface header, the API JSON, and this +first-party `godot-cpp` extension. + +Some compatibility breakage is to be expected as GDExtension and `godot-cpp` +get more used, documented, and critical issues get resolved. See the +[issue tracker](https://github.com/godotengine/godot/issues) for a list of known +issues, and be sure to provide feedback on issues and PRs which affect your use +of this extension. + ## Contributing We greatly appreciate help in maintaining and extending this project. If you wish to help out, ensure you have an account on GitHub and create a "fork" of -this repository. RĂ©mi "Akien" Verschelde wrote an excellent bit of documentation -for the main Godot project on this: -[Pull request workflow](https://docs.godotengine.org/en/stable/community/contributing/pr_workflow.html) +this repository. See [Pull request workflow](https://docs.godotengine.org/en/stable/community/contributing/pr_workflow.html) +for instructions. Please install clang-format and copy the files in `misc/hooks` into `.git/hooks` so formatting is done before your changes are submitted. -## Getting Started +## Getting started It's a bit similar to what it was for 3.x but also a bit different. This new approach is much more akin to how core Godot modules are structured. @@ -110,6 +125,6 @@ void initialize_example_module(ModuleInitializationLevel p_level) { Any node and resource you register will be available in the corresponding `Create...` dialog. Any class will be available to scripting as well. -## Included Example +## Included example Check the project in the `test` folder for an example on how to use and register different things.