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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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@ -20,11 +20,13 @@ except:
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env.PrependENVPath("PATH", os.getenv("PATH"))
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# Custom options and profile flags.
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customs = ["custom.py"]
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try:
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customs += Import("customs")
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Import("customs")
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except:
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pass
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customs = []
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customs += ["custom.py"]
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profile = ARGUMENTS.get("profile", "")
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if profile:
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if os.path.isfile(profile):
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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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