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Godot 4.0 adaption (Windows + MacOS) #123
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Hello @bitbrain ! Edit: maybe this would be a good idea to split 2D and 3D for fmod too, I think this can be done fast using a CRTP. What do you think about this idea @CedNaru ? |
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Tested this on both Windows and MacOS without issues (apart from the signal issue @CedNaru is looking into) |
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src/godot_fmod.cpp
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@@ -391,7 +391,7 @@ bool Fmod::_is_dead(Object* node) { | |||
if (!node) { | |||
return true; | |||
} | |||
return UtilityFunctions::is_instance_valid(Object::cast_to<Node>(node)->get_owner()); |
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@piiertho absolute legend!!!!
Goal
This pull request aims to make this addon compatible with Godot 4.0+, relates to #121
Todo list
main
branch should build against Godot 3 https://github.com/utopia-rise/fmod-gdnative/blob/master/.github/workflows/all_builds.yml#L15Currently known issues
FMOD_
constants @bitbrainTesting
Additional notes
To work on this PR update the
godot-cpp
submodule to latestmaster
:then build this project, e.g.: