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GDExtension: Ensure that we have automated build CI for Windows and MacOS

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#353 3 comments 0 reactions 0 assignees View on GitHub

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Assessment

Difficulty
4/5
Estimated time
3-5 days
Newbie friendliness
48/100
Issue type
Feature
Clarity
Mostly clear
Activity status
Active
Tech stack
godot, rust

Research direction

Start by reviewing the GDExtension loading errors in core/extension/gdextension_library_loader.cpp and the standalone plugin entry point in plugin.gd, then inspect the existing build CI configuration. Done means automated Windows and macOS builds produce GDExtension libraries that the standalone plugin can load on those platforms.

Written by the indexing model from the issue text.

Description

This was originally reported by @NicholasBolen in #351:

Unrelated, but Is the standalone version only for linux? I get various errors after installing.

ERROR: core/extension/gdextension_library_loader.cpp:369 - No GDExtension library found for current OS and architecture (windows.x86_64) in configuration file: res://addons/addons/GDQuest_GDScript_formatter_standalone/bin/gdscript_formatter.gdextension
ERROR: GDExtension dynamic library not found: 'res://addons/addons/GDQuest_GDScript_formatter_standalone/bin/gdscript_formatter.gdextension'.
ERROR: res://addons/addons/GDQuest_GDScript_formatter_standalone/plugin.gd:481 - Parse Error: Identifier "GDScriptFormatter" not declared in the current scope.
ERROR: res://addons/addons/GDQuest_GDScript_formatter_standalone/plugin.gd:496 - Parse Error: Identifier "GDScriptFormatter" not declared in the current scope.

@khellste, could you take a look at this?

I'm opening this as a separate issue since it appears to be unrelated to the packaging issue in #351.

Dominant language
Rust
Stars
458
Forks
40
Avg merge
1d 15h
Merged PRs (30d)
4

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