Comments (2)
After starting to make patch changes for 3.3.3 for Godex and to Godex, I start to see there's a lot that would need to be patched up. So, it seems like Godex has a hard dependency on Godot 4.
It would be nice if you can make that dependency explicitly known. I know it says you've only tested against main, but still. You're building Godex against an unstable engine branch, so I guess you're warning of this not being ready for release is legit.
from godex.
Hello, thanks for the issue. Right now I'm focusing on integrating Godex for 4.0, but if someone want to port it to 3.x it's fine for me and I'm available for support, in case anyone has questions.
However, discover and list all the Godot 4 features used in godex, would steal a lot of time already, so I'm afraid but I can't do that right now.
Though, port godex to 3.x is really welcome, and if you have any question you can join on discord for a much faster response.
from godex.
Related Issues (20)
- Godex does not compile with float=64 HOT 8
- WorldECS stops iterating after moving it from on scene to the other
- Linux compilation gives problem on component and databags declared inside a namespace
- Unit tests cause invalid read
- Add scheduled task to generate automatically new artifacts to download HOT 1
- The `LocalVector` `remove()` API was renamed to `remove_at()`, it breaks godex HOT 1
- Statically linking C code.
- Compiling with javascript (emscripten/clang) fails HOT 1
- Compiling against current Godot master fails HOT 2
- Fails to compile on Arch Linux HOT 5
- Editor UI for godex not working HOT 1
- build error: `error: 'as_const' is not a member of 'std'` HOT 4
- Build Error when compiling HOT 1
- GodotECS not compiling against Godot master branch HOT 2
- Compile fails on m1 mac due to numerous errors HOT 2
- Adding custom iterator to Godot not working HOT 1
- Port to Godot 4 HOT 2
- 'with_component' missing from System (GDscript)
- Errors with Custom Iterator Patch
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from godex.