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Update README for versioning and compatibility changes in v10
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94
README.md
94
README.md
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# godot-cpp
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> [!WARNING]
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> [!NOTE]
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>
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> This repository's `master` branch is only usable with
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> [GDExtension](https://godotengine.org/article/introducing-gd-extensions)
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> from Godot's `master` branch.
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>
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> For users of stable branches, switch to the branch matching your target Godot version:
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> - [`4.5`](https://github.com/godotengine/godot-cpp/tree/4.5)
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> - [`4.4`](https://github.com/godotengine/godot-cpp/tree/4.4)
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> - [`4.3`](https://github.com/godotengine/godot-cpp/tree/4.3)
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> - [`4.2`](https://github.com/godotengine/godot-cpp/tree/4.2)
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> - [`4.1`](https://github.com/godotengine/godot-cpp/tree/4.1)
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> - [`4.0`](https://github.com/godotengine/godot-cpp/tree/4.0)
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>
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> Or check out the Git tag matching your Godot version (e.g. `godot-4.1.1-stable`).
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>
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> For GDNative users (Godot 3.x), switch to the [`3.x`](https://github.com/godotengine/godot-cpp/tree/3.x)
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> or the [`3.5`](https://github.com/godotengine/godot-cpp/tree/3.5) branch.
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> For GDNative (Godot 3.x), switch to the [`3.x`](https://github.com/godotengine/godot-cpp/tree/3.x)
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> or the [`3.6`](https://github.com/godotengine/godot-cpp/tree/3.6) branch.
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This repository contains the *C++ bindings* for the [**Godot Engine**](https://github.com/godotengine/godot)'s GDExtensions API.
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@@ -29,36 +15,41 @@ This repository contains the *C++ bindings* for the [**Godot Engine**](https://
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## Versioning
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This repositories follows the same branch versioning as the main [Godot Engine
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repository](https://github.com/godotengine/godot):
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> [!WARNING]
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>
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> The master branch of godot-cpp (version 10.x) is currently in Beta. You may prefer to choose a previous version to build on top of instead:
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> - [`4.5`](https://github.com/godotengine/godot-cpp/tree/4.5)
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> - [`godot-4.5-stable`](https://github.com/godotengine/godot-cpp/tree/godot-4.5-stable)
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> - [`3.x`](https://github.com/godotengine/godot-cpp/tree/3.x)
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- `master` tracks the current GDExtension development branch for the next Godot
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4.x minor release.
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- `3.x` tracks the development of the GDNative plugin for the next 3.x minor
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release.
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- Other versioned branches (e.g. `4.0`, `3.5`) track the latest stable release
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in the corresponding branch.
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Starting with version 10.x, godot-cpp is versioned independently from Godot. The godot-cpp version you
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choose has no bearing on which Godot versions it is compatible with.
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Stable releases are also tagged on this repository:
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[**Tags**](https://github.com/godotengine/godot-cpp/tags).
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**For any project built against a stable release of Godot, we recommend using
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this repository as a Git submodule, checking out the specific tag matching your
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Godot version.**
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> As the `master` branch of Godot is constantly getting updated, if you are
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> using `godot-cpp` against a more current version of Godot, see the instructions
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> in the `gdextension` folder to update the relevant files.
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Until we have a stable release branch, you can use the `master` branch, or choose any of the previous
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version branches and tags for your project.
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## Compatibility
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GDExtensions targeting an earlier version of Godot should work in later minor versions,
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but not vice-versa. For example, a GDExtension targeting Godot 4.2 should work just fine
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in Godot 4.3, but one targeting Godot 4.3 won't work in Godot 4.2.
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but not vice-versa. For example, a GDExtension targeting Godot 4.3 should work just fine
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in Godot 4.4, but one targeting Godot 4.4 won't work in Godot 4.3.
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There is one exception to this: extensions targeting Godot 4.0 will _not_ work with
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Godot 4.1 and later.
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See [Updating your GDExtension for 4.1](https://docs.godotengine.org/en/latest/tutorials/migrating/upgrading_to_godot_4.1.html#updating-your-gdextension-for-godot-4-1).
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You can specify which version you are targeting with the `api_version` option:
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```
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scons api_version=4.3
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```
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... or by providing a custom `extension_api.json` generated by the Godot version you are
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targeting:
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```
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godot --dump-extension-api
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scons custom_api_file=extension_api.json
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```
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If you don't provide `api_version` or `custom_api_file`, then, by default, godot-cpp will
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target the latest stable Godot version that it's aware of.
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## Contributing
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@@ -69,16 +60,8 @@ wish to help out, please visit the [godot-cpp section of the Contributing docs](
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You need the same C++ pre-requisites installed that are required for the `godot` repository. Follow the [official build instructions for your target platform](https://docs.godotengine.org/en/latest/engine_details/development/compiling/index.html).
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Getting started with GDExtensions is a bit similar to what it was for 3.x but also a bit different.
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This new approach is much more akin to how core Godot modules are structured.
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Compiling this repository generates a static library to be linked with your shared lib,
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just like before.
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To use the shared lib in your Godot project you'll need a `.gdextension`
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file, which replaces what was the `.gdnlib` before.
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See [example.gdextension](test/project/example.gdextension) used in the test project:
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Building your extension will create a shared library. To use this in your Godot project you'll need a `.gdextension`
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file, for example:
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```ini
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[configuration]
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@@ -97,8 +80,10 @@ linux.release.x86_64 = "res://bin/libgdexample.linux.release.x86_64.so"
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# Repeat for other architectures to support arm64, rv64, etc.
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```
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The `entry_symbol` is the name of the function that initializes
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your library. It should be similar to following layout:
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See the [example.gdextension](https://github.com/godotengine/godot-cpp-template/blob/main/demo/bin/example.gdextension)
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used in the template project for a complete example.
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The `entry_symbol` is the name of the function that initializes your library, for example:
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```cpp
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extern "C" {
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@@ -117,7 +102,7 @@ GDExtensionBool GDE_EXPORT example_library_init(GDExtensionInterfaceGetProcAddre
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}
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```
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The `initialize_example_module()` should register the classes in ClassDB, very like a Godot module would do.
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The `initialize_example_module()` should register the classes in ClassDB, similar to a Godot module:
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```cpp
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using namespace godot;
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@@ -129,7 +114,8 @@ void initialize_example_module(ModuleInitializationLevel p_level) {
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}
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```
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Any node and resource you register will be available in the corresponding `Create...` dialog. Any class will be available to scripting as well.
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Any node and resource you register will be available in the corresponding `Create...` dialog.
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Any class will be available to scripting as well.
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## Examples and templates
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