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Add support for 4.x compiled scripts #172
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@nikitalita any ETA? |
I'm going to be pretty busy the next couple of months, so probably not for a while. Pull requests are always welcome, though. |
From what I can tell it should be possible to implement this mostly within it's own The zstd decompression would be in the bytecode script regardless. I wrote a Python implementation, which seems to work okay so far. |
Is it possible for you to share python implementation? It could compensate for lacking 4.x bytecode support in gdsdecomp for the time it's not implemented. |
So I'd just start on the c++ code for gdsdecomp, copying some of the original Godot code and then have people clean up the formatting. |
I actually have a WIP implementation going, but I am not going to have time to finish for a while. If you would like, I can push this to a branch on here and you can start from that. |
Sorry for the late reply. Been pretty busy. |
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Describe the problem or limitation you are having
4.x just added binary tokenization back:
godotengine/godot#87634
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Need to figure out if the new scheme is compatible with our current tokenization scheme and if it would be easy to add the defines to the JSON
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