Godot 4 version
SpyrexDE opened this issue · comments
Will the addon be ported to Godot 4 and when could this be?
I do plan to port it to Godot 4.x but sadly my PC is an older one and my graphics card doesn't support Vulkan.
Because Godot 4.0 is Vulkan only, I won't be able to port the plugin for Godot 4.0. But if I'm not mistaken, they're planning to reintroduce GLES3 support for Godot 4.1.
So I'll start the porting process when Godot 4.1 comes out (which I think is several months from now, unfortunately).
Sorry to be late here, but recently Godot 4 added OpenGL 3 support, so i'm not sure how it will affect the development of the Godot 4 port.
Sorry to be late here, but recently Godot 4 added OpenGL 3 support, so i'm not sure how it will affect the development of the Godot 4 port.
Godot 4.0 supporting GLES3 means I'll be able to work on the port much sooner (so GGS will come out for 4.0 instead 4.1. Hopefully). That will happen after I finish the main 3.0 update for Godot 3, however.
GGS 3.0 is now pretty much done. Now it only requires proper testing and maybe some refactors.
Expect the release to come out soon.
I'm running into some issues with Godot 4.0.1.
I've installed and activated the addon, the Game Settings tool appears in the bottom drawer. However, after that, I am unable to create a new category. I can enter the text but tapping "Add Category" or hitting enter has no effect. The following line appears in the output log:
res://addons/ggs/editor/category_panel/category_panel.gd:38 - Invalid call. Nonexistent function 'add_item' in base 'Tree ()'
I'm running into some issues with Godot 4.0.1.
I've installed and activated the addon, the Game Settings tool appears in the bottom drawer. However, after that, I am unable to create a new category. I can enter the text but tapping "Add Category" or hitting enter has no effect. The following line appears in the output log:
res://addons/ggs/editor/category_panel/category_panel.gd:38 - Invalid call. Nonexistent function 'add_item' in base 'Tree ()'
Make sure the GGS singleton is added and enabled (Project Settings → Autoload). After that, restart your project (Project → Reload Current Project, or simply close and re-open Godot).
I assume this happens when the plugin is first installed because Godot tries to parse the scripts in the plugin. But since the GGS singleton is not added to the project yet, it'll throw an error (Identifier "GGS" doesn't exist etc etc
). And because of that, the plugin scripts don't function properly even when the singleton is added after. So a simple restart (with the GGS singleton enabled) will take care of it.
Note that the plugin adds the singleton automatically when activated. So simply activating the plugin and restarting the project should work. No need to manually add the singleton.
Also, please make a separate issue when something happens. Thank you for the heads up regardless! I'll go ahead and add this to the Troubleshoot page of the wiki.
Hey, thanks for the comments, much appreciated. You're completely correct - I had activated the addon but looks like a restart of the project was required. Checking today, all is working as expected.
Will do regarding separate issues - thought you might have wanted comments here.
Thanks again!