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GDExtension API has changed ! (a bit) #19
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Thanks for the heads-up! 👍 No worries, change detection of the GDExtension header has already been automated, outputting a descriptive diff 😉 Nevertheless it's even nicer to have a descriptive changeset, so I appreciate being proactive! I also wrote a comment regarding godotengine/godot#61968, which might now be mitigated or even fully solved. I might then use this issue to track the progress of implementing those changes. |
That's pretty sweet !
I think the issue is fully solved, however it would be even better to entirely remove the What do you think ? |
You mean when the class is registered, one would provide an array of all properties? I think that might be ideal, because then the extension library can forget (aka deallocate) the property meta-information once registered. I might need to check the implementation to make sure I'm not missing something though 🙂 |
I will try to find time to submit a PR to Godot then, and I'll ping you for the review then 😃
Please do ! My guess is the GDExtension API use this "function to pass constant values" pattern only because it leaks it C++ implementation where generics are implemented with templates and function argument specialization 😄 |
@Bromeon see godotengine/godot#68479 ;-) |
# This is the 1st commit message: Parse gdextension_interface.h declarations using regex # This is the commit message #2: AsUninit trait to convert FFI pointers to their uninitialized versions # This is the commit message godot-rust#3: GodotFfi::from_sys_init() now uses uninitialized pointer types # This is the commit message godot-rust#4: Introduce GDExtensionUninitialized*Ptr, without changing semantics # This is the commit message godot-rust#5: Adjust init code to new get_proc_address mechanism # This is the commit message godot-rust#6: Make `trace` feature available in godot-ffi, fix interface access before initialization # This is the commit message godot-rust#7: Compatibility layer between Godot 4.0 and 4.1 (different GDExtension APIs) # This is the commit message godot-rust#8: Add GdextBuild to access build/runtime metadata # This is the commit message godot-rust#9: Detect 4.0 <-> 4.1 mismatches in both directions + missing `compatibility_minimum = 4.1` # This is the commit message godot-rust#10: Detect legacy/modern version of C header (also without `custom-godot` feature) # This is the commit message godot-rust#11: CI: add jobs that use patched 4.0.x versions # This is the commit message godot-rust#12: Remove several memory leaks by constructing into uninitialized pointers # This is the commit message godot-rust#13: CI: memcheck jobs for both 4.0.3 and nightly # This is the commit message godot-rust#14: Remove ToVariant, FromVariant, and VariantMetadata impls for pointers This commit splits SignatureTuple into two separate traits: PtrcallSignatureTuple and VarcallSignatureTuple. The latter is a child of the former. PtrcallSignatureTuple is used for ptrcall and only demands GodotFuncMarshall of its arguments. VarcallSignatureTuple is used for varcall and additionally demands ToVariant, FromVariant, and VariantMetadata of its arguments, so pointers cannot benefit from the optimizations provided by varcall over ptrcall. # This is the commit message godot-rust#15: Adds FromVariant and ToVariant proc macros # This is the commit message godot-rust#16: godot-core: builtin: reimplement Plane functions/methods # This is the commit message godot-rust#17: impl GodotFfi for Option<T> when T is pointer sized and nullable godot-rust#240 Additionally FromVariant and ToVariant are also implemented for Option<Gd<T>> to satisfy all the requirements for ffi and godot_api. # This is the commit message godot-rust#18: Fix UB in virtual method calls that take objects Fix incorrect incrementing of refcount when calling in to godot Fix refcount not being incremented when we receive a refcounted object in virtual methods # This is the commit message godot-rust#19: fix UB caused by preload weirdness # This is the commit message godot-rust#20: Implements swizzle and converts from/to tuples
This is friendly note so that you don't freak out when seeing this project it broken against Godot's master 😃
see godotengine/godot#67750 & godotengine/godot-cpp#896
Basically GDExtension API uses
StringName
(almost) everywhere instead of thechar *
. On top of that the way to register proerties has been simplified.The text was updated successfully, but these errors were encountered: