diff --git a/tutorials/scripting/c_sharp/c_sharp_basics.rst b/tutorials/scripting/c_sharp/c_sharp_basics.rst index 090d340cc..4c434f3ea 100644 --- a/tutorials/scripting/c_sharp/c_sharp_basics.rst +++ b/tutorials/scripting/c_sharp/c_sharp_basics.rst @@ -19,7 +19,7 @@ it is implemented with .NET 6.0. .. attention:: Projects written in C# using Godot 4 currently cannot be exported to the web - platform. To use C# on that platforms, consider Godot 3 instead. + platform. To use C# on the web platform, consider Godot 3 instead. Android and iOS platform support is available as of Godot 4.2, but is experimental and :ref:`some limitations apply `. diff --git a/tutorials/scripting/gdextension/gdextension_cpp_example.rst b/tutorials/scripting/gdextension/gdextension_cpp_example.rst index d4f6cc28c..368871874 100644 --- a/tutorials/scripting/gdextension/gdextension_cpp_example.rst +++ b/tutorials/scripting/gdextension/gdextension_cpp_example.rst @@ -100,22 +100,23 @@ call the Godot executable: .. code-block:: none - godot --dump-extension-api + godot --dump-extension-api -The resulting ``extension_api.json`` file will be created in the executable's -directory. Copy it to the project folder and add ``custom_api_file=`` +The resulting ``extension_api.json`` file will be created in the executable's +directory. Copy it to the project folder and add ``custom_api_file=`` to the scons command below. To generate and compile the bindings, use this command (replacing ```` with ``windows``, ``linux`` or ``macos`` depending on your OS): -To speed up compilation, add ``-jN`` at the end of the SCons command line where ``N`` -is the number of CPU threads you have on your system. The example below uses 4 threads. +The build process automatically detects the number of CPU threads to use for +parallel builds. To specify a number of CPU threads to use, add ``-jN`` at the +end of the SCons command line where ``N`` is the number of CPU threads to use. .. code-block:: none cd godot-cpp - scons platform= -j4 custom_api_file= + scons platform= custom_api_file= cd .. This step will take a while. When it is completed, you should have static @@ -598,12 +599,12 @@ This is the required syntax: some_other_node->connect("the_signal", Callable(this, "my_method")); -To connect our signal ``the_signal`` from some other node with our method -``my_method``, we need to provide the ``connect`` method with the name of the signal -and a ``Callable``. The ``Callable`` holds information about an object on which a method -can be called. In our case, it associates our current object instance ``this`` with the -method ``my_method`` of the object. Then the ``connect`` method will add this to the -observers of ``the_signal``. Whenever ``the_signal`` is now emitted, Godot knows which +To connect our signal ``the_signal`` from some other node with our method +``my_method``, we need to provide the ``connect`` method with the name of the signal +and a ``Callable``. The ``Callable`` holds information about an object on which a method +can be called. In our case, it associates our current object instance ``this`` with the +method ``my_method`` of the object. Then the ``connect`` method will add this to the +observers of ``the_signal``. Whenever ``the_signal`` is now emitted, Godot knows which method of which object it needs to call. Note that you can only call ``my_method`` if you've previously registered it in diff --git a/tutorials/scripting/gdextension/what_is_gdextension.rst b/tutorials/scripting/gdextension/what_is_gdextension.rst index e473dee52..5acb45ffd 100644 --- a/tutorials/scripting/gdextension/what_is_gdextension.rst +++ b/tutorials/scripting/gdextension/what_is_gdextension.rst @@ -55,8 +55,8 @@ Advantages of C++ modules We recommend :ref:`C++ modules ` in cases where GDExtension isn't enough: -- C++ modules provide deeper integration into the engine. GDExtension's access is not as deep as - static modules +- C++ modules provide deeper integration into the engine. GDExtension's access + is not as deep as static modules. - You can use C++ modules to provide additional features in a project without carrying native library files around. This extends to exported projects. @@ -81,6 +81,8 @@ The bindings below are developed and maintained by the community: .. Binding developers: Feel free to open a pull request to add your binding if it's well-developed enough to be used in a project. .. Please keep languages sorted in alphabetical order. +- `D `__ +- `Haxe `__ - `Rust `__ - `Swift `__ @@ -98,3 +100,9 @@ GDExtension add-ons compiled for a given Godot version are only guaranteed to wo with the same minor release series. For example, a GDExtension add-on compiled for Godot 4.0 will only work with Godot 4.0, 4.0.1, 4.0.2. In addition, GDExtension is not compatible with Godot 3.x. + +GDExtension add-ons are also only compatible with engine builds that use the +level of floating-point precision the extension was compiled for. This means +that if you use a engine build with double-precision floats, the extension must +also be compiled for double-precision floats. See +:ref:`doc_large_world_coordinates` for details.