A node that is loaded through GDExtension can have a custom icon. Icon's path can be added via the `gdextension` file.
(See https://github.com/godotengine/godot/pull/75472).
Commit makes a mention of this in the C++ tutorial.
Using Windows 10 and Godot 4.0.2 Mono
The gdexample.gdextension file used in the example project is not being recognized by my version of Godot. I don't know the exact reason but I'm guessing it is because it doesn't specify whether or not it is supposed to be a debug or release file.
My changed .gdextension file is the same as the one that is available under godot-cpp\test\demo\example.gdextension. With this one it worked with no problems.
When adding the getter and setter functions to the example project a void has been added to the constructor in line 439 which was previously not there (in line 213) and is also causing the error C2533: constructors not allowed a return type. Simply removing it again fixes it.
Previously, the section on ADD_SIGNAL was a little convoluted and not entirely correct. I've fixed mild grammatical issues and expanded on it for new programmers, addressing these issues.
It's `Variant::FLOAT` in the bindings, which is always a double.
Changed other member variables for consistency so there's no implicit
conversions between float and double.
Fixes https://github.com/godotengine/godot-cpp/issues/1073.
2 changes :
- Make the link to godot-cpp more explicit. The phrase `See also Compiling as the build` breaks the flow, and thus the link should be mentioned again
- Remove a duplicate block of text : `If you decide to download the repository ...` which is repeated in the next `Note` block
Renames from GDNative to GDExtension
Add Pictures/Gifs and clarified compatability
Remove GDNative language bindings from GDExtension docs
Update SConstruct and AddingProperties section
updated with suggestions
Added property hint example + updated to API naming changes
Fixed redirect.csv