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Godot 4 port #86

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Godot 4 port #86

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DavidMag
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@DavidMag DavidMag commented May 18, 2022

Don't know If this is of any kind of interest yet but made a quick port, unfortunately gut has yet not been ported.

Most changes is:

This could potentially still need some more work.

@DavidMag
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Ping @quentincaffeino

@quentincaffeino
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Sorry for taking so long to respond. I will try to review this pr soon.

One thing I see right away is new syntax. Is it mandatory to use new setget syntax with godot 4? Reason I'm asking is because I'm trying to support older versions of godot in this project. Hence why such complicated solution for callbacks was implemented, callbacks weren't possible before.

If old syntax is deprecated and deleted from godot then I might think of having two branches for some time, since godot 4 will take some time to be widely adopted.

If old syntax is still available I'd ask you to revert those changes related to syntax.

@DavidMag
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Sorry for taking so long to respond. I will try to review this pr soon.

One thing I see right away is new syntax. Is it mandatory to use new setget syntax with godot 4? Reason I'm asking is because I'm trying to support older versions of godot in this project. Hence why such complicated solution for callbacks was implemented, callbacks weren't possible before.

If old syntax is deprecated and deleted from godot then I might think of having two branches for some time, since godot 4 will take some time to be widely adopted.

If old syntax is still available I'd ask you to revert those changes related to syntax.

No problem, we all got a life outside github right? 😅

But regarding the the setget syntax to my understanding to old syntax is deprecated, but I could have misinterpreted.

There is info about it here: godotengine/godot-proposals#844

Perhaps 2 branches would be nice, and just to clarify I'm wouldn't be confident to say that this I ready to merge. First of all I have only used this repo lightly so I might have missed stuff and also gut isn't ready so that sure is something that holds it back as well.

@lukiono
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lukiono commented Sep 22, 2022

Beta 1 Error;

res://addons/quentincaffeino/console/src/Type/Vector2Type.gd:29 - Parse Error: Function "str2var()" not found in base self.

Kind regards

@quentincaffeino
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Beta 1 Error;

res://addons/quentincaffeino/console/src/Type/Vector2Type.gd:29 - Parse Error: Function "str2var()" not found in base self.

Kind regards

This could be a bug in godot but nothing prevents us from doing explicit conversion by doing something like float(point[0])

@DavidMag
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DavidMag commented Sep 23, 2022

Beta 1 Error;
res://addons/quentincaffeino/console/src/Type/Vector2Type.gd:29 - Parse Error: Function "str2var()" not found in base self.
Kind regards

This could be a bug in godot but nothing prevents us from doing explicit conversion by doing something like float(point[0])

It's not a bug, var2str and str2var has been renamed to var_to_str and str_to_var.
Should probably redo this pr since it's been quite some changes, might have time this weekend or next week.

@quentincaffeino
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It's not a bug, var2str and str2var has been renamed to var_to_str and str_to_var. Should probably redo this pr since it's been quite some changes, might have time this weekend or next week.

You're right, however using var.to_float() would be better than str_to_var imo

@quentincaffeino
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Should be some-what working now, haven't tested everything yet

@scriptsengineer
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What current situation? I don't know if this would be part of the thread, but wouldn't it be of interest to also put the godot4 branch in the asset library?

@quentincaffeino
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I plan to put it on asset lib after godot 4 is released

@scriptsengineer
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Another question would be that this pr is not with the wrong target branch?

@quentincaffeino
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Totally possible, I haven't yet thought through how I'll manage development for multiple versions. Probably godot 4 will go in dev and I'll keep a separate branch for godot 3 to simplify dropping it when godot 3 becomes too old or something like that.

Also I will prob drop dev branch and everything will go directly to master. Dev is kinda useless in this project case.

@quentincaffeino
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@scriptsengineer right now if you are willing to try out godot 4 version I'd be glad if you will report any bugs you find :)

@quentincaffeino
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Also working on ability to use package manager like npm (or hopefully any npm-compatible) because asset lib is pretty vanilla

@scriptsengineer
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So I came from Unity and I agree, it lacks some kind of management, looking forward to some kind of response in the proposals made here
godotengine/godot-proposals#2262
godotengine/godot-proposals#2263

@scriptsengineer
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About godot4 update I think it is extremely necessary since there is a lot of demand in this version.
I will work on this, currently investigating the godot3 to godot4 update script, for some reason the godot4 branch has some corrupted scenes that still keep old version of godot3 ids

@scriptsengineer
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Update: The mentioned corrupted scene godot issue #69177 is due to a bug with godot 4 beta 6 that has now been fixed.
Testing with godot 4 beta 5 version everything works normally. This pull request can be sent to a master, if the idea is to keep the godot 3 version on a separate branch.

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Works well in godot 4

@Calinou
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Calinou commented Jul 19, 2023

What's the status on this? I'd suggest making the develop branch compatible with Godot 4 and create a 3.x branch from the current develop branch.

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5 participants