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[TRACKER] C++ modules related issues #39196
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I would add #38759. |
Created a script to generate a random modules configuration to "fuzzy test" compiling Godot that way, if you want to burn your CPU cycles. 🙂 |
#28949 closed. |
@Xrayez modules may should be designed with dynamic loading, modules should be attached with dependency infos. Modules can be loaded or unloaded at runtime?More complicated but better to extend godot by user. |
@jxo what you describe is more or less handled by GDNative. But there are certainly usability/portability/compatibility issues with using it. For this, you can refer to proposals regarding GDNative. You can also refer to godotengine/godot-proposals#565 for comparison between modules and GDNative approaches, and how they solve different use cases. |
@jxo See also What is GDNative? in the documentation. |
Godot version:
3.2, 4.0
Issue description:
There are some existing issues related to module dependencies which may cause run-time and compile-time errors, or need better user-friendly interface to ensure that certain modules cannot be disabled, or whether the usage of modules may reveal hidden built-in bugs (which can be either workaround on the module level or fixed on the core level, so these are not necessarily the responsibility of module authors, but which nonetheless worth to link).
Bugs
Tasks
gdnavigation
module disabled #36091theora
,ogg
,vorbis
,opus
modules #39219Documentation
Tasks
Proposals
Some issues remain in Limbo due to indecision regarding the philosophical principles of module development (what's deemed as a module now should be core, for instance see attempted fixes #32272), so it may not worth fixing some of the bugs at the moment (raising awareness for contributors).
List of modules which cannot be disabled without...
... compile-time errors
with
target=debug tools=yes
:regex
: rename dialog: Fixed link errors when building in debug with RegEx module disabled #31290 (comment))freetype
: font renderingsvg
: editor icons scalinggdscript
Compiling without GDScript fails again #41710 (3.2)with
platform=windows tools=yes bits=32
:denoise
: New Lightmapper denoising library doesn't support MSVC 14.1 (visual studio 2017) #39186, New Lightmapper denoising library includes deep neural network library that does not support 32 bits. #38759.... run-time errors
with
target=debug tools=yes
:gdnavigation
: Crash on startup withgdnavigation
module disabled #36091bullet
: HeightMapShape error with disabled Bullet module on project startup #32217, CylinderShape and HeightMapShape GodotPhysics error on project startup (due to EditorHelp generation) #32216mbedtls
: asset library (requires SSL), crash on project startup.glslang
: shader compilation (?) numerous errors spam on startup.The text was updated successfully, but these errors were encountered: