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A godot-cpp-specific version #define or similar that could be used to conditionally include different code when building with different branches, especially in situations like Ref<> where workarounds that were required in earlier versions cause crashes in later versions. (See: [WIP] Summarise current feature state (especially Ref) vs app/branch versions #417)
Significant godot-cpp fixes (like the Ref<> one above) back-ported from 3.2 to 3.1 so that in many cases one code-base can support both Godot 3.1 & 3.2. (Or, prioritize 3.1 and forward-port to 3.2.)
Update: It seems like the Ref<> issue is compatible with earlier versions also.
See also godotengine/godot-docs#5744. We are discussing what to do for the 3.x branch and whether it's worth trying to support multiple minor versions with a single compiled add-on, but it doesn't seem to be feasible or worth it.
TL;DW:
It would be useful/nice to have:
A
godot-cpp
-specific version#define
or similar that could be used to conditionally include different code when building with different branches, especially in situations likeRef<>
where workarounds that were required in earlier versions cause crashes in later versions. (See: [WIP] Summarise current feature state (especiallyRef
) vs app/branch versions #417)Significant
godot-cpp
fixes (like theRef<>
one above) back-ported from 3.2 to 3.1 so that in many cases one code-base can support both Godot 3.1 & 3.2. (Or, prioritize 3.1 and forward-port to 3.2.)Update: It seems like the
Ref<>
issue is compatible with earlier versions also.Versioning, back-porting, version-detection & forward/backward compatibility
Back-porting to branches of
godot-cpp
specific fixes/improvements.Compile-time version detection
Run-time version detection
Maybe in:
Related:
[WIP]
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