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LICENSE.txt
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LICENSE.txt
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Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
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Copyright (c) 2014-2022 Godot Engine contributors.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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README.md
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README.md
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# VisualScript module for Godot
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This repository contains the implementation of the "VisualScript" visual
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scripting language which used to be included directly in
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[Godot Engine](https://godotengine.org/) from Godot 3.0 until its removal in
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Godot 4.0.
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[See this blog post](https://godotengine.org/article/godot-4-will-discontinue-visual-scripting)
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for details on why the VisualScript implementation was removed from Godot 4.0.
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This repository has two aims:
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- Initially, this is a straight copy of the `modules/visual_script/` folder in
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the Godot source tree, and can still be compiled as such to restore this
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functionality in Godot 4.0.
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- Ideally, if there is community interest and participation, we would like this
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module (which needs to be compiled together with the engine in a custom build)
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converted to use GDExtension via [godot-cpp](https://github.com/godotengine/godot-cpp),
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allowing it to be distributed as a compiled library that can add this
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functionality back to a stock Godot build. As an extension, this feature could
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also evolved more freely, attracting new contributors with innovative ideas,
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and thus become a better visual scripting solution than what we had in the
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Godot 3.x era.
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## Compiling
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For now this is still a C++ module, so it needs to be compiled together with
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Godot as a custom build.
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[See the Godot documentation](https://docs.godotengine.org/en/latest/development/compiling/)
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for instructions on how to compile the engine.
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To add this module, it should be cloned or copied as the `modules/visual_script/`
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folder in the Godot source tree.
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For example:
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```
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git clone https://github.com/godotengine/godot
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cd godot/modules
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git clone https://github.com/godotengine/godot-visual-script visual_script
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cd ..
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scons
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```
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Note that a custom `visual_script` name is given for this repository's clone, so
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that the final structure looks like `modules/visual_script/` and not
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`modules/godot-visual-script/`.
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## Contributing
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If you're interested in working on porting this C++ module to GDExtension,
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please join the `#scripting` (to discuss VisualScript) and `#gdextension` (to
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discuss GDExtension and `godot-cpp`) on the [Godot Contributors Chat](https://chat.godotengine.org).
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