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Initial port to Godot 4 #103
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* Update getsets to properties * Update yields -> await * update super
* Fix some properties
* Update yields
* Update coroutines with a call
Update coroutine calls
…eated with the correct info
…arsing socket messages
looking fantastic. gdscript4 is making more sense but it still has some bugs to iron out. This is looking great. Amazing work! Thank you. |
With the changes in this PR, on Godot 4 (on commit godotengine/godot@7ea8cde), the test suite is passing, and a bunch of manual tests (trying both HTTPS and WebSocket requests) are working as well! There are issues with the latest alpha (Godot 4.0-alpha8) which is why I had to use a later commit, but there is a new alpha release every two weeks, so I'm hoping everything will work with 4.0-alpha9 which should be coming in a few days! There's still some ugly workarounds for GDScript bugs, including having to remove type hinting in a bunch of places. I'll make sure that all of these are represented in issues on the Godot project, and get them linked here. But I think we may be at the point where it makes sense to make an unstable branch for Godot 4 in the upstream repo? |
Thats fantastic. Amazing work!! |
I just merged this into the 'godot-4' branch! We can continue development with future PRs against that branch :-) |
This builds on #95, to get it actually working.
The test suite and a number of manual tests are working with the latest 'master' branch of Godot.
Godot 4 bugs that we're working around
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as default parameter causes parse error when trying to access members of that parameter godotengine/godot#56217: The codegen/main.go has to generate some extra code to workaround this. Once this issue is fixed, we can remove the workarounds!Fixes #52