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Migrating to Godot 4 and gdext #1
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build: removed legacy Godot files
… starting over from scratch
… with the rewrite for every component
…acter typed properties
feat: compositing data instead of exporting multiple types to godot
…relation between PlayerCharacter and Charater. There's no more Character type, now is redesigned as CharacterState, so by reversing the dependencies now the component system allows to have a more natural SceneTree for the player node
…of CharacterState feat: Initialization of CharacterState doesn't requiere to be an Gd smart pointer
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This
PR
aims to migrate this project from usingGodot 3
toGodot 4
.Since this project also uses
godot-rust
to create godot native bindings, this library has been change for complete in this Godot major release, being a new library. Now, instead ofgdnative
is known asgdext
.By the way, this means that almost all the Rust source code is affected, so this will be a long-term job, since my main worry is to mantain the codebase healty and addecuate it to the code standards in [Zero Day Code](https://github.com/zero_day_code]
Therefore, not only will be changes in the
godot-rust
bindings, but also in the metafiles of the project, the rudimentary automatation on the build system, etc.