Stop referring to GDExtension as experimental

This commit is contained in:
David Snopek
2025-04-01 14:29:50 -05:00
parent 8db2f3ed62
commit a7815c997e
3 changed files with 8 additions and 21 deletions

View File

@@ -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