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Added a GDExtension module for Thrive for future use (#5464)
* Added godot-cpp as a submodule * First setup of build scripts with the godot-cpp module * Basic setup for the GDExtension code * Building and bringing back installing for native libraries * Correct native lib paths * Improve the build a tiny bit * Try to bind some methods * Updated Jolt version * Wrote the interop and setup calling code for the extension * Updated build scripts a bit * Tried some TaskSystem.hpp changes but they didn't help * Add CI native libs install step which is necessary now for GDExtension copying to work * Fixed undefined symbol coming from Jolt due to no RTTI turns out this was just a new option * Bump the updated LLVM version * Implemented intercommunication passing * Made extension shutdown work and cleaned up the code a bit * Fixed the extension build for Windows * Updated native script to work on both debug and non-debug at once to simplify the process now that debug variants are basically always needed * Switched to using the final library name in editor this was done to make sure there isn't future work needed to make debug symbol matching work * Improved local library install * Load GDExtension into C# through already loaded info to avoid any path resolving issues that may cause the data to be inconsistent between what Godot loads and what we load * Updated packaging script for the new requirements * Add safety check about library load failure * Fixed upload native libs script * Clarify one method and improve build a bit * Try to get Extension API to export symbols for Windows * Actually got the previous thing working with a correct windows check * Made extension version check method catch errors * Make distributable debug warning print just once
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Submodule RevolutionaryGamesCommon
updated
5 files
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