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9b71e29001
Author | SHA1 | Date |
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Bo | 9b71e29001 | |
Rémi Verschelde | 0ddef6ed96 | |
Rémi Verschelde | 64529361b4 | |
Rémi Verschelde | edf1637c2c | |
nightblade9 | ee169b201b | |
Daylily-Zeleen | bd40a94424 | |
A Thousand Ships | f037a697eb | |
Bo | fe25e221a5 | |
Bohumil Homola | 64f0a6150d |
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@ -163,7 +163,7 @@ target_compile_definitions(${PROJECT_NAME} PUBLIC
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DEBUG_ENABLED
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DEBUG_METHODS_ENABLED
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>
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$<${compiler_is_msvc}:
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$<$<AND:$<BOOL:${WIN32}>,$<NOT:${compiler_is_gnu}>>:
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TYPED_METHOD_BIND
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>
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)
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@ -74,7 +74,10 @@ so formatting is done before your changes are submitted.
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## Getting started
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It's a bit similar to what it was for 3.x but also a bit different.
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You need the same C++ pre-requisites installed that are required for the `godot` repository. Follow the [official build instructions for your target platform](https://docs.godotengine.org/en/latest/contributing/development/compiling/index.html#building-for-target-platforms).
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Getting started with GDExtensions is a bit similar to what it was for 3.x but also a bit different.
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This new approach is much more akin to how core Godot modules are structured.
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Compiling this repository generates a static library to be linked with your shared lib,
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@ -1778,9 +1778,9 @@ def generate_global_constant_binds(api, output_dir):
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continue
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if enum_def["is_bitfield"]:
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header.append(f'VARIANT_BITFIELD_CAST(godot::{enum_def["name"]});')
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header.append(f'VARIANT_BITFIELD_CAST({enum_def["name"]});')
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else:
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header.append(f'VARIANT_ENUM_CAST(godot::{enum_def["name"]});')
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header.append(f'VARIANT_ENUM_CAST({enum_def["name"]});')
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# Variant::Type is not a global enum, but only one line, it is worth to place in this file instead of creating new file.
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header.append(f"VARIANT_ENUM_CAST(godot::Variant::Type);")
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@ -2433,6 +2433,7 @@ def get_operator_id_name(op):
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"unary-": "negate",
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"unary+": "positive",
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"%": "module",
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"**": "power",
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"<<": "shift_left",
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">>": "shift_right",
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"&": "bit_and",
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@ -122,6 +122,7 @@ public:
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OP_NEGATE,
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OP_POSITIVE,
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OP_MODULE,
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OP_POWER,
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// bitwise
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OP_SHIFT_LEFT,
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OP_SHIFT_RIGHT,
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