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Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
Copyright (c) 2014-2022 Godot Engine contributors.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# VisualScript module for Godot
This repository contains the implementation of the "VisualScript" visual
scripting language which used to be included directly in
[Godot Engine](https://godotengine.org/) from Godot 3.0 until its removal in
Godot 4.0.
[See this blog post](https://godotengine.org/article/godot-4-will-discontinue-visual-scripting)
for details on why the VisualScript implementation was removed from Godot 4.0.
This repository has two aims:
- Initially, this is a straight copy of the `modules/visual_script/` folder in
the Godot source tree, and can still be compiled as such to restore this
functionality in Godot 4.0.
- Ideally, if there is community interest and participation, we would like this
module (which needs to be compiled together with the engine in a custom build)
converted to use GDExtension via [godot-cpp](https://github.com/godotengine/godot-cpp),
allowing it to be distributed as a compiled library that can add this
functionality back to a stock Godot build. As an extension, this feature could
also evolved more freely, attracting new contributors with innovative ideas,
and thus become a better visual scripting solution than what we had in the
Godot 3.x era.
## Compiling
For now this is still a C++ module, so it needs to be compiled together with
Godot as a custom build.
[See the Godot documentation](https://docs.godotengine.org/en/latest/development/compiling/)
for instructions on how to compile the engine.
To add this module, it should be cloned or copied as the `modules/visual_script/`
folder in the Godot source tree.
For example:
```
git clone https://github.com/godotengine/godot
cd godot/modules
git clone https://github.com/godotengine/godot-visual-script visual_script
cd ..
scons
```
Note that a custom `visual_script` name is given for this repository's clone, so
that the final structure looks like `modules/visual_script/` and not
`modules/godot-visual-script/`.
## Contributing
If you're interested in working on porting this C++ module to GDExtension,
please join the `#scripting` (to discuss VisualScript) and `#gdextension` (to
discuss GDExtension and `godot-cpp`) on the [Godot Contributors Chat](https://chat.godotengine.org).