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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Raise real-world problems, find people facing the same issue, and discuss solutions.3,500 issues0 comments
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To be fair, Inform7 can't succeed, generally, because there is no market for the kind of games that you create with Inform7.
New> The notion that somehow LR reliability is misunderstood by Consumer Reports, JD Power, Car & Driver, Automobile etc.
Custom trigger IDs are not displayed in the new 2026.10 trigger selector
I hate that too, but I think it’s more the ux than the concept of a default.
> The biggest problem with UX developers is they know better than you AND force you into their paradigm.
"Focus follows mouse" is what I use to keep the file manager from popping up when click-dragging files.
The biggest problem with this is if the target URL doesn't load but also doesn't quickly error out, like e.g.
Google wants to build up a private web here.
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
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