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Godot change #includes -> absolute path #24
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Hi, I didn't see this issue and just re-did the same fix... There is a way to keep compatibility, using the I pushed a commit to my fork using this. I works fine for Godot 2.1 and 3.1, with GCC. It may not work however for Godot 3.0... |
Great.... there are two solution jet. If someone is using 2.1 3.0 have more options... but maybe this module should branch in the same way that godot... |
I agree that it may be better to leave a specific branch for 2.1 backward compatibility. |
I tried @Ranoller's fork and it worked with latest godot master commit. Edit: Tried two export options from Dragon Bones, JSON and Binary (dbbin), and they both work. |
Great, but i do not pretend people use my fork, it's only a commit above and a commit that breaks compatibility. This solution should be integrated in the original repository and i ask to someone using other godot versions for test compatibility and decide proper solution to compatibility breaking (branch, continue with if indef, deeprecated godot 2/3 etc...) I think that will be convenient to start a branch for godot 3.1 and leave the photo to godot 2 and 3 |
First of all thank you for being a lifesaver. Godot 3.1 will be launched soon so I think the master branch should focus on that, and have branches for 2 and 3.0 instead. Very very few people will be interested in the older versions anyway, 99% of traffic will just want the latest version. Also disregard what I said about about JSON option not working, I tried again and it also worked like DBBIN did. |
Please someone test my branch with godot 3.0 / 2.1. If it compiles i do the pull request to stay up of date, i don´t want break backwards compatibility but i don´t use godot 3.0 - 2.1 jet.
https://github.com/Ranoller/gddragonbones
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