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Port to Godot 4 #900
Port to Godot 4 #900
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Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_globla_mouse_position()
Sometimes we indeed need them to be floats
Decreases initial loading time
@OverloadedOrama just an fyi, I don't know how many people actually use your github releases for "pi". |
For Godot 3.x, we were just using the 32-bit versions of the builds found here https://github.com/hiulit/Unofficial-Godot-Engine-Raspberry-Pi. Unfortunately I do not own a Raspberry Pi 4 or any ARM device that runs Linux to test the builds myself. For Godot 4 I am hoping Godot will eventually provide ready-to-use ARM builds as requested here godotengine/godot-proposals#988. Otherwise we could build our own ARM release templates, most likely both for 32 and 64 bit, but I don't have neither any prior experience with ARM nor a device to test it, so help would be appreciated. |
Well ARM hardware is everywhere (likely your phone, Nintendo Switch, lots of embedded devices) so I find it hard to believe you wouldn't have any you could readily use. Regardless, I typically build on an always free (its really free) ARM Ampere server from Oracle https://www.oracle.com/cloud/free/ even though I have a lot of ARM hardware available to me. I have my free oracle ARM server setup with 200GB of storage, 24GB of ram, 4 cores, running Ubuntu Bionic ARM64 with an ARMhf bionic chroot for any 32bit ARM builds I might need to do. I can even test GUI applications on the server since I can do X11 forwarding ( Compiling Godot 4 on ARM32/64 is no different than any other platform. Following the official documentation works fine. For example this is how I built my export templates on the ARM64 Bionic server (using GCC-8 since 7 currently has issues building Godot-4 godotengine/godot#79352 ) scons platform=linuxbsd target=template_release production=yes lto=full bits=64 arch=arm64 CC=gcc-8 CPP=cpp-8 CXX=g++-8 FC=gfortran-8 and this gives me |
The only ARM device I own is my phone, which already runs Android so I'm not sure how I can test Linux ARM builds on it. I didn't know about the Oracle ARM servers though, I will definitely take a look. Thanks for letting me know! |
This pull request is upgrading Pixelorama from Godot 3.5.2 to Godot 4.1. It should be working properly but more testing is required. The 3.x codebase can be found in the 0.x branch.
New features/improvements:
Bug fixes:
Known issues:
Holding Control + Z does not keep undoing (same for redo). Needs either AddedEDIT: Done, waiting for Godot 4.2 now.allow_echo
parameter to accept echo events for popup menu item shortcut godotengine/godot#64317 or Add option to allow echo events in menu shortcuts godotengine/godot#36493 to be merged.Clicking outside the area of popup windows no longer closes themEDIT: FixedThe new global shortcuts for brush size incrementing and decrementing cannot be changed yet, as Keychain needs to be updated to support Godot 4's Input Map abilities, such as setting keyboard modifiers along with mouse buttons.EDIT: FixedGIF exporting does not always workEDIT: Fixed, but gif exporting is no longer using multi-threading because it does not work well yet with the compatibility renderer (Crash when Thread Model is set to Multi-Threaded godotengine/godot#61650).Cannot load images in the Web version.EDIT: Fixed by FixJavaScriptBridge.eval()
never returning PackedByteArray godotengine/godot#81015, waiting for Godot 4.1.2.Compatibility breaking issues:
Stuff not tested yet:
CIEDIT: Seems to be working now.Other platforms besides LinuxEDIT: Also tested Windows and Web.ExtensionsEDIT: Updated Voxelorama to Godot 4, seems to be working well.