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Create a built-in editor tool for organizing and mass/selectively compiling GDNative projects and addons

**Describe the project you are working on:** I have attempted in the past to build addons written in NativeScript C++, but the process is cumbersome and concerns me at scale. **Describe the problem or limitation you are having in your project:** Godot's NativeScript is very much a second-class citizen compared to GDScript, C#, and VisualScript. It requires a lot of technical know-how to set it up. Work that is done automatically for other languages is difficult or impossible to do for NativeScript. 1. It does not auto-compile before scene launch. 1. Unlike Mono, it has no GUI-based means of... 1. setting up a project space. 1. manually triggering a build. 1. reviewing the build output/errors or project information. 1. The "Create a script" process is often a multi-step process. For example, with C++: 1. Create .h file. 1. Create .cpp file. 1. Update one's `init.cpp` file so that `godot_nativescript_init(...)` properly registers the new class name. - Must also specify whether it should be a tool script or not. 1. Create a new `.gdns` resource that points to the correct class name. - Must also specify the script class name and/or icon path, if any. PluginScript is a concept that was designed to accommodate some of these concerns. However, there are many NativeScript languages already created. Improving the toolset to create, manage, build, and use NativeScript code would provide more value to Godot's addon ecosystem overall. In a

Posted by willnationsdev on Oct 2, 2019, 9:08 PM

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Create a built-in editor tool for organizing and mass/selectively compiling GDNative projects and addons

willnationsdevOct 2, 2019, 9:08 PM

**Describe the project you are working on:** I have attempted in the past to build addons written in NativeScript C++, but the process is cumbersome and concerns me at scale. **Describe the problem or limitation you are having in your project:** Godot's NativeScript is very much a second-class citizen compared to GDScript, C#, and VisualScript. It requires a lot of technical know-how to set it up. Work that is done automatically for other languages is difficult or impossible to do for NativeScript. 1. It does not auto-compile before scene launch. 1. Unlike Mono, it has no GUI-based means of... 1. setting up a project space. 1. manually triggering a build. 1. reviewing the build output/errors or project information. 1. The "Create a script" process is often a multi-step process. For example, with C++: 1. Create .h file. 1. Create .cpp file. 1. Update one's `init.cpp` file so that `godot_nativescript_init(...)` properly registers the new class name. - Must also specify whether it should be a tool script or not. 1. Create a new `.gdns` resource that points to the correct class name. - Must also specify the script class name and/or icon path, if any. PluginScript is a concept that was designed to accommodate some of these concerns. However, there are many NativeScript languages already created. Improving the toolset to create, manage, build, and use NativeScript code would provide more value to Godot's addon ecosystem overall. In a

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