Comments (22)
Yes! updating also the .gdextension file now it's working
from godot_debug_draw_3d.
Probably due to the addition of plugin support, this library now cannot start correctly when using a patch that removes unnecessary classes and speeds up the build process.
And perhaps now the difference between the targets of editor
and template_debug
is more significant and I will have to build a versions for the editor separately.
ERROR: Cannot find instance binding callbacks for class 'FontVariation'.
at: (src\core\class_db.cpp:321)
ERROR: Cannot find instance binding callbacks for class 'Timer'.
at: (src\core\class_db.cpp:321)
ERROR: Cannot find instance binding callbacks for class 'Panel'.
at: (src\core\class_db.cpp:321)
ERROR: Cannot find instance binding callbacks for class 'HBoxContainer'.
at: (src\core\class_db.cpp:321)
ERROR: Cannot find instance binding callbacks for class 'MenuBar'.
at: (src\core\class_db.cpp:321)
ERROR: Cannot find instance binding callbacks for class 'HBoxContainer'.
at: (src\core\class_db.cpp:321)
ERROR: Cannot find instance binding callbacks for class 'HBoxContainer'.
at: (src\core\class_db.cpp:321)
...
And specifically, these classes are now somehow trying to interact with my library:
CenterContainer
CheckBox
CheckButton
EditorFileDialog
FontVariation
GridContainer
HBoxContainer
HFlowContainer
HSeparator
HSlider
HSplitContainer
ItemList
LineEdit
MarginContainer
MenuBar
MenuButton
OptionButton
Panel
PopupPanel
ProgressBar
RichTextLabel
SpinBox
SubViewportContainer
TabBar
TabContainer
Timer
Tree
VSeparator
VSplitContainer
Now I have to wait 40 minutes to build godot from source and suffer half a day with debugging.
I hope it will be possible to preserve the functionality of this patch, because otherwise this godot-cpp takes a very long time to build, even when almost nothing is used from it -_-
from godot_debug_draw_3d.
Yes, because GDExtension 4.0 and 4.1 are not compatible. I will publish the update only after the release of Godot 4.1.
from godot_debug_draw_3d.
Ok, thanks!
from godot_debug_draw_3d.
https://godotengine.org/article/godot-4-1-is-here/
from godot_debug_draw_3d.
Great timing! :)
from godot_debug_draw_3d.
I'll wait patiently ;)
from godot_debug_draw_3d.
I apparently found where these errors came from. Now all methods returning Object
try to get all bindings for specific classes in advance. Therefore, my get_node
's that are searching for a place of editor viewports cause a bunch of errors.
This happens even when I don't need anything more than a basic Node
.
Perhaps this can be avoided, but most likely there may be more problems in other places.
So now the build time will increase 2-3 times for me, and the size of downloaded files will increase 2-3 times for users. 😥
from godot_debug_draw_3d.
37MB vs 101MB (86MB without editor
libs as before)...
You can test library here (gdextension_libs
asset):
https://github.com/DmitriySalnikov/godot_debug_draw_3d/actions/runs/5478565765
from godot_debug_draw_3d.
37MB vs 101MB (86MB without
editor
libs as before)...
You can test library here (gdextension_libs
asset):
https://github.com/DmitriySalnikov/godot_debug_draw_3d/actions/runs/5478565765
i tried to replace the files under the libs directory but i still get the same errors, maybe i did something wrong
from godot_debug_draw_3d.
maybe i did something wrong
No, this is my mistake, I forgot that I also updated the .gdextension
file https://github.com/DmitriySalnikov/godot_debug_draw_3d/blob/47b686fcf8fe2597fbfd9095fd8f2afe4789d4d4/addons/debug_draw_3d/debug_draw_3d.gdextension
from godot_debug_draw_3d.
Hey
I cant get this to work on Windows Godot 4.1. It works on Godot 4.0
not enough arguments for format string
platform/windows/os_windows.cpp:394 - Method/function failed. Returning: ERR_CANT_OPEN
core/extension/gdextension.cpp:455 - GDExtension dynamic library not found: C:/Users/skooter500/Documents/courses/GE2-2023-GD4/GodotBoids/addons/debug_draw_3d/libs/libdd3d.windows.editor.x86_64.dll
Failed loading resource: res://addons/debug_draw_3d/debug_draw_3d.gdextension. Make sure resources have been imported by opening the project in the editor at least once.
res://Boid.gd:34 - Parse Error: Identifier "DebugDraw" not declared in the current scope.
Bryan
from godot_debug_draw_3d.
Have you downloaded new libraries and .gdextension?
I will update all the files in AssetLib later when I improve the patch to exclude unnecessary classes and turn the release libraries into dummies with a minimum size. I hope no one will need such debugging in the release versions of games, right?..
from godot_debug_draw_3d.
Hey. I tested with Godot 4.1 and the new libraries and its working now. Also I would appreciate the ability to have these in release. I am making art and educational projects.
from godot_debug_draw_3d.
Also I would appreciate the ability to have these in release.
What do you think about me leaving this option when manually compiling the library? Because I believe that most users will not need this feature in the release version.
Actually I can add separate versions of libraries
platform.template_release.DEBUG_DRAW_ENABLED.x86_64 = "libs/libdd3d.platform.template_release.DEBUG_DRAW_ENABLED.x86_64.**"
so that when specifying an additional tag DEBUG_DRAW_ENABLED
during export, a library is used where DebugDraw
is active.
But this will further increase the size of binaries that need to be downloaded for your project during development. For large projects, this is not a problem, but for small ones it is too much.
Although the best option would be if Conditional Compilation
was finally added to GDScript
, so that those who do not need DebugDraw
in the release version could simply remove all mentions of it when compiling scripts/exporting game.
from godot_debug_draw_3d.
thanks so much for the work! works in 4.1 here without issues after update
from godot_debug_draw_3d.
The version in the main branch right now 9a05247 gives me error error loading extension: res://addons/debug_draw_3d/debug_draw_3d.gdextension
with v4.1.stable.official [970459615]
. Based on above comments it looks like it should be working. Am I misunderstanding?
Edit: I downloaded the libs from GHActions and that fixed it https://github.com/DmitriySalnikov/godot_debug_draw_3d/actions/runs/5560340708
from godot_debug_draw_3d.
I'm sorry that I haven't updated the binaries yet, I just don't know what to do with the large download size.
from godot_debug_draw_3d.
For me the separate versions is the solution
from godot_debug_draw_3d.
I'm sorry that I haven't updated the binaries yet, I just don't know what to do with the large download size.
Its all good. I was just confused since I saw other people say that 4.1 worked for them. GDExtension development is not something I am familiar with so I didn't realize the libraries wouldn't be in the repo itself. especially when some similar looking files were there.
from godot_debug_draw_3d.
For me the separate versions is the solution
I updated the binaries and added a new section to the readme: https://github.com/DmitriySalnikov/godot_debug_draw_3d#exporting-a-project
from godot_debug_draw_3d.
The library has been updated on AssetLib
from godot_debug_draw_3d.
Related Issues (20)
- [Bug]: DebugDraw.draw_grid generates an error on Godot 4.0 HOT 2
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- [Bug]: HOT 9
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from godot_debug_draw_3d.