vaibhavgarg

Issue 1 - I am unable to run exported scene in Web browser with spine-godot runtime on Godot 3.4.4-stable (I used ./setup.sh 3.4.4-stable to create custom godot binary), all the spine related cpp files are not found by godot in browsers console.

Issue -2 Not able to build with current godot master branch

Update : silly mistake, forgot to build export template, html5 working fine with 3.4.4. thnks
vaibhavgarg
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Mario

The latest commit fixes building with Godot master. Note that we can't always keep up with their master branch, as it's being quite... "dynamic" in API changes. Godot 4 is also far from ready to be for production. We'll ensure compatibility once Godot 4 RC has been released.
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Mario

Mario
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Ryusui

All right, so now I have to ask: does the beta Godot module work with Spine 4.1 output? Like, do sequences work with it?
Ryusui
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Mario

Jupp!
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Mario

Mario
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Ryusui

Having a little trouble getting it to compile! I've assembled everything as the directions gave (spine_godot in /modules, spine-cpp in /modules/spine_godot), but I keep getting this error:
Animation.cpp
modules\spine_godot\spine-cpp\src\spine\Animation.cpp(30): fatal error C1083: Cannot open include file: 'spine/Animation.h': No such file or directory
scons: *** [modules\spine_godot\spine-cpp\src\spine\Animation.windows.tools.64.obj] Error 2
scons: building terminated because of errors.
Any idea what's going on? I do have the correct spine_godot (the actual source folder, not the containing folder with the examples) and spine-cpp (again, the one containing the "src" and "include" folders, not the containing folder) in the places specified.

EDIT: If it means anything, I'm running
scons platform=windows
in the source folder as I usually do for a build; I know the instructions say something about "setup.bat" but I don't see that file in the build scripts for spine-godot, only "setup.sh".

EDIT #2: Got it compiling. Had to modify the spine_godot SCSub file (remove the # signs from the file paths) and SpineAnimationTrack.cpp (change "godot/editor/editor_node.h" to "editor/editor_node.h").
Ryusui
  • Mesajlar: 18

Mario

I redid the build system last week so CI can be used to provide precompiled Godot editor and template binaries. We no longer support cmd.exe to build. Instead you'll. need Git Bash or Msys to build via the bash scripts in spine-godot/build. I'll document it this week.

Glad you figured it out, tho it's weird you had to change the editor_node.h include. What Godot version are you using?
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Mario

Mario
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Ryusui

3.4.1, so I'm a little behind. It might have had to do with the fact that my source directory is not "godot/"; it's "godot-3.4.1-spine/".
Ryusui
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midiphony-panda

Hello ! :)

It's very cool to see you are supporting Godot ! :grinteeth:

Out of curiosity, were there reasons to implement this as a module, instead of via GDNative ?

Thanks for the good work :)
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midiphony-panda
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Mario

GDNative does not have access to many of the editor APIs, like things related to animation player/animation editor, property UI widgets, and so on. I hope that with the new native extensions in 4.0, we can ditch this tight integration. Based on the APIs I see in the header repo, that's unlikely though :/
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Mario

Mario
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T.Fly()

Mario yazdı:GDNative does not have access to many of the editor APIs, like things related to animation player/animation editor, property UI widgets, and so on. I hope that with the new native extensions in 4.0, we can ditch this tight integration. Based on the APIs I see in the header repo, that's unlikely though :/
Could suggest the required changes in Godot Proposals: https://github.com/godotengine/godot-proposals/issues
T.Fly()
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Mario

Yeah, that's the plan, and I've already filled a proposal for other minormthings, like PMA support. However, if I was a Godot core dev, I'd be hesitant to open up APIs as that increases the maintenance burden (more so if the asking party is a proprietary software shop like we are). Don't want to step on any feet.
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Mario

Mario
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