ByteAtATime / scaffold-godot-rust

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.gdextension generation doesn't respect the chosen godot directory and rust directory

noah427 opened this issue · comments

when I set my godot directory to . and my rust directory to editor_plugin it generates the wrong library paths

[libraries]
linux.debug.x86_64 =     "res://../rust/target/debug/libeditor_plugin.so"
linux.release.x86_64 =   "res://../rust/target/release/libeditor_plugin.so"
windows.debug.x86_64 =   "res://../rust/target/debug/editor_plugin.dll"
windows.release.x86_64 = "res://../rust/target/release/editor_plugin.dll"
macos.debug =            "res://../rust/target/debug/libeditor_plugin.dylib"
macos.release =          "res://../rust/target/release/libeditor_plugin.dylib"
macos.debug.arm64 =      "res://../rust/target/debug/libeditor_plugin.dylib"
macos.release.arm64 =    "res://../rust/target/release/libeditor_plugin.dylib"

should be

[libraries]
linux.debug.x86_64 =     "res://editor_plugin/target/debug/libeditor_plugin.so"
linux.release.x86_64 =   "res://editor_plugin/target/release/libeditor_plugin.so"
windows.debug.x86_64 =   "res://editor_plugin/target/debug/editor_plugin.dll"
windows.release.x86_64 = "res://editor_plugin/target/release/editor_plugin.dll"
macos.debug =            "res://editor_plugin/target/debug/libeditor_plugin.dylib"
macos.release =          "res://editor_plugin/target/release/libeditor_plugin.dylib"
macos.debug.arm64 =      "res://editor_plugin/target/debug/libeditor_plugin.dylib"
macos.release.arm64 =    "res://editor_plugin/target/release/libeditor_plugin.dylib"

Thanks for opening an issue, and sorry for the belated reply! This should be fixed in #2, which implements a very simple method of calculating the directory. This is definitely not the best nor most efficient method, but I think this should suffice for the time being.

The new version has now been released as v0.1.6. Thanks again for raising this issue!