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Support Godot 4 #55
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Looks like a lot of it is gdscript updates -
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Okay, that's probably all the investigation into what's changed I can do. |
Hey @lunarcloud, thanks for investigating this! I'm going to create a PR to track what changes are needed for the migration. I don't plan to work on it before the first beta though, as I'm waiting for the feature freeze.
We need to be careful about that one. Some types are deliberately not enforced because GDScript doesn't support optionals. In particular, Array, String and Dictionary are not nullable while upstream often test for their nullability.
That's great if the editor warns about them! If there's still spaces lying around, they are the remnants of a bygone era. |
Ah, with typing, where I can't add it, I leave a comment explaining why / what it should be for myself. I've also experienced moments where it's not ok, particularly Arrays. |
Progress tracked in #56, I've combined our findings! |
Does the latest release (0.5.0 as of today) currently have Godot 4 support? Thanks in advance! |
The godot4 branch supports Godot 4 and Ink 1.1.1 |
Hello, unfortunately the branch Godot 4 seem to not work with Godot 4.2 for me. Adding the
The
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We've upgraded to Godot 4.2 and it works. |
I know the 4.0 alpha is hot off the presses, but the inkGD plugin doesn't yet work with it, at least not on my autoconverted project, and the new text / font improvements make it really appealing for ink storytellers.
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