Merge pull request #10827 from dsnopek/gdextension-not-experimental-anymore

Stop referring to GDExtension as experimental
This commit is contained in:
Matthew
2025-05-02 12:33:13 -04:00
committed by GitHub
3 changed files with 8 additions and 21 deletions

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@@ -242,9 +242,6 @@ Multiple layered ``SubViewportContainer`` nodes, that should all receive mouse i
Updating your GDExtension for 4.1
---------------------------------
GDExtension is still in beta. Until it's marked as stable, compatibility may break when
upgrading to a new minor version of Godot.
In order to fix a serious bug, in Godot 4.1 we had to break binary compatibility in a big
way and source compatibility in a small way.

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@@ -22,12 +22,6 @@ and :ref:`C++ modules <doc_custom_modules_in_cpp>` to run C or C++ code in a God
They also both allow you to integrate third-party libraries into Godot. The one
you should choose depends on your needs.
.. warning::
godot-cpp is currently *experimental*, which means that we may
break compatibility in order to fix major bugs or include critical features.
Advantages of godot-cpp
~~~~~~~~~~~~~~~~~~~~~~~
@@ -71,7 +65,7 @@ godot-cpp (or another GDExtension system) isn't enough:
Version compatibility
---------------------
Usually, GDExtensions targeting an earlier version of Godot will work in later
GDExtensions targeting an earlier version of Godot should work in later
minor versions, but not vice-versa. For example, a GDExtension targeting Godot 4.2
should work just fine in Godot 4.3, but one targeting Godot 4.3 won't work in Godot 4.2.
@@ -79,10 +73,8 @@ For this reason, when creating GDExtensions, you may want to target the lowest v
Godot that has the features you need, *not* the most recent version of Godot. This can
save you from needing to create multiple builds for different versions of Godot.
However, GDExtension is currently *experimental*, which means that we may
break compatibility in order to fix major bugs or include critical features.
For example, GDExtensions created for Godot 4.0 aren't compatible with Godot
4.1 (see :ref:`updating_your_gdextension_for_godot_4_1`).
There is one exception to this: extensions targeting Godot 4.0 will **not** work with
Godot 4.1 and later (see :ref:`updating_your_gdextension_for_godot_4_1`).
GDExtensions are also only compatible with engine builds that use the same
level of floating-point precision the extension was compiled for. This means

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@@ -53,14 +53,12 @@ of Godot. GDExtensions will not work in older versions of Godot (only Godot 4 an
to work with Godot's ``master`` branch.
.. warning::
Our long-term goal is that GDExtensions targeting an earlier version of Godot will work
in later minor versions, but not vice-versa. For example, a GDExtension targeting Godot 4.1
should work just fine in Godot 4.2, but one targeting Godot 4.2 won't work in Godot 4.1.
GDExtensions targeting an earlier version of Godot should work in later
minor versions, but not vice-versa. For example, a GDExtension targeting Godot 4.2
should work just fine in Godot 4.3, but one targeting Godot 4.3 won't work in Godot 4.2.
However, GDExtension is currently *experimental*, which means that we may break compatibility
in order to fix major bugs or include critical features. For example, GDExtensions created
for Godot 4.0 aren't compatible with Godot 4.1
(see :ref:`updating_your_gdextension_for_godot_4_1`).
There is one exception to this: extensions targeting Godot 4.0 will **not** work with
Godot 4.1 and later (see :ref:`updating_your_gdextension_for_godot_4_1`).
If you are versioning your project using Git, it is recommended to add it as
a Git submodule: