@dalu_hey Lints: https://t.co/nges6GOBak
Tests: Rust has built-in #[test] unit-tests + many 3rd party test frameworks. Godot integration tests need a bit of work though.
Logs: https://t.co/YYvl9rhprL + an ecosystem of actual logging frameworks
So... that's probably a "yes" :)
godot-rust v0.5 released!
- Godot 4.6, Rust 2024
- Typed dictionaries
- Non-null object API
- Export tool button
- s == "literal"
https://t.co/3Xd8OGVRQV
Help us spread the word: https://t.co/baYx8PNnji
If you like it, consider a GitHub star!
Huge thanks to all contributors!
Check out Blocky Ball OT, a game built with @godotengine and godot-rust!
Steam: https://t.co/8XaTECCZiI
iOS: https://t.co/CA6huvJiXn
Android: https://t.co/Zcn45Fjkyy
Ever wondered what games are made with godot-rust?
We now have a page showcasing some in-development and released projects: https://t.co/WeaQBIZik5
Some of them, like Stickyban here, can be played directly on the web!
๐ godot-rust 0.3 is out!
Type-safe signals: code-generated custom APIs for connecting/emitting both user-defined and Godot's own signals.
You can now also await signals, effectively introducing async tasks into Rust.
And much more!
https://t.co/ZGe3LNC16n
๐ป v0.2.4
- Significant improvement for registered doc comments, including emulated lists
- Speed up packed array creation by up to 63ร
- Methods with more intuitive and godot-faithful names (Basis, Quaternion)
Changelog: https://t.co/ZeVE0W9dBf
๐ v0.2.3
- Improves DynGd (Var, Export, associated types)
- More consistent bounding boxes API
- Bugfixes and docs
Soon we can begin work on v0.3, with new signal API as a highlight!
Changelog in https://t.co/owgeXyk2KM
To honor the ending year, we've just released v0.2.2 with a huge amount of added APIs for Godot built-in types.
Check out the latest devlog post for a review of 2024!
Happy new year everyone :)
https://t.co/TOWtFyMPqQ
๐ 259 days
๐งฎ 3,520 commits
๐ค 521 contributors
We present to you: Godot 4.3 โจ
https://t.co/RwxLG4ToVS
We hope you enjoy the new release page format as much as we did preparing it!
๐ gdnative maintenance
Godot 3 Rust bindings are under-maintained. Project scope is "keep things stable while supporting newer Godot 3.x releases", so avoiding big breaking changes or new features.
Who is still using gdnative? Is there interest in assisting with maintenance?
๐ godot-rust is now on https://t.co/8uwGVUYBRF!
Start using it immediately with `cargo add godot`.
Thanks to everyone who contributed!
https://t.co/ThZm5kj3oH
Great article listing many Rust issues.
To keep Rust viable for gamedev, it's important to address these, not deny them, on both lang + library level.
godot-rust values pragmatism over purism, and deviates from common idioms where it helps ergonomics -- sometimes controversially.
I am reworking a bit the TileMap layers as node system before 4.3, and I wanted the community opinion on the design. For now I added a "group" node that holds a TileSet for its child layers, but I feel it might be too much complexity. See each solution there: (poll in comments)
Two months of 2024 have passed, and we haven't been sitting around :)
Recent dev highlights: re-entrancy, virtual script methods, HSV colors, function call diagnostics and much more!
https://t.co/u1ijuNNdeB