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Update README for versioning and compatibility changes in v10 #1902
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| ``` | ||
| scons api_version=4.3 | ||
| ``` | ||
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| ... or by providing a custom `extension_api.json` generated by the Godot version you are | ||
| targeting: | ||
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| ``` | ||
| godot --dump-extension-api | ||
| scons custom_api_file=extension_api.json | ||
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| If you don't provide `api_version` or `custom_api_file`, then, by default, godot-cpp will | ||
| target the latest stable Godot version that it's aware of. |
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Isn't this rather material for the docs?
The distinction is hard to make, but I'd say as long as master builds against the latest "stable version" (4.5 / 4.6 in a few weeks), we don't need to explain changing versions in detail here.
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Yeah, in general, I'd like to have less information here and rely more on the docs.
But, given that we've spent so much time training people to think "godot-cpp compatibility works by choosing the right branch/tag", I'd like to have something about how compatibility works now in the README. I suspect folks are going to start asking us about this a bunch after Godot 4.6 and godot-cpp v10 are released, and having it here may help some people before they do
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mhm, makes sense. We should definitely also link to the corresponding info in the docs, once we have that.
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LGTM!
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This PR attempts to update the README for the versioning and compatibility situation coming in godot-cpp v10, as well as remove some of the older information that is no longer quite so useful (like the bits explaining how GDExtension is different than GDNative).
There's one piece of information which isn't true yet:
Right now, on
master, it'll build for Godot 4.6 by default, which is consistent with how we did things in the past. However, as I was writing the README and attempting to explain this, I think it would actually be nicer for users if we defaulted to the latest stable version. This would allow folks to use godot-cppmasterwithout us getting support issues about it not working with the current stable.So, either, we can wait until Godot 4.6 releases, at which point what I wrote here will suddenly become true. :-) Or, I could make a PR now that defaults to 4.5, and requires folks to explicitly opt into to 4.6 support. I'm leaning towards the former, given that we could be less than a week away from Godot 4.6 stable releasing.