Git implementation of the Godot Engine VCS interface in Godot. We use libgit2 as our backend to simulate Git in code.
Works only for the Godot 3.2.x-3.4.x releases
- Grab the platform binaries here: https://github.com/godotengine/godot-git-plugin/releases
- Then read the installation instructions: https://github.com/godotengine/godot-git-plugin/wiki
Required build tools:
MSVC is our recommended compiler for Windows
- Load the x64 command prompt:
x64 Native Tools Command Prompt for VS 20XX
. - Run
build_libs.bat Release
. - Run
scons platform=windows target=release
G++ is our recommended compiler for Linux
- Prepare script for execution:
chmod 755 build_libs.sh
- Run
. ./build_libs.sh Release
. - Run
scons platform=x11 target=release
.
G++ and Clang++ are our recommended compilers for MacOS
- Prepare script for execution:
chmod 755 build_libs_mac.sh
- Run
. ./build_libs_mac.sh Release
. - Run
scons platform=osx target=release
.
Replace Release
with Debug
and release
with debug
in the above instructions for a debug build. You will also have to do the same in the paths mentioned in demo/git_api.gdnlib
before opening the demo project in Godot.
This section onwards is only meant to be used by developers.
Most of the times when new features are being worked on for the Godot VCS Integration, this requires us to make changes in Godot along with this plugin. Thus, this means we need to manually generate the GDNative API from these newer Godot builds and then use them with godot-cpp.
- Generate
api.json
from Godot executable:godot --gdnative-generate-json-api api.json
- Change directory to
godot-cpp
:cd godot-cpp
- Build the C++ bindings:
scons platform=<platform> target=<target> generate_bindings=yes bits=64 use_custom_api_file=yes custom_api_file=<path/to/api.json> -j <number of CPUs>
- Change directory up one level:
cd ..
- Build the plugin as usual:
scons platform=<windows> target=<target>