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Godot 3.6 breaks the plugin #467
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As said in several past issues at this point, it has been years that I'm no longer maintaining the Godot 3 version of that plugin. Godot 4 has been around for a long time now. If you really want to use Godot 3 with an old version of this plugin, you will have to workaround that yourself, maybe also posting an issue on Godot's repo if it broke compatibility with something. Also, I'm lacking details from your post, but if you tried to use the version of the plugin from the main repo, it will obviously not work in Godot 3. As for the one labelled "3.3" in the asset library, this might be the last version of Godot it was maintained with. I don't recall when exactly the switch to 4 happened; it might work in 3.4 or so, but if Godot broke compatibility with anything later, it's not handled. |
I am using 3.5.3 stable right now. I am trying to fix only this part
which is iniside hterrain_resource_loader, as Godot 3.5 complains about the function named as load(), which might conflict. |
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The problem is not GDScript compatibility and conflict with a global function, but an incompatible change of Godot API, in 3.6 new required argument
Actually, for virtual methods optional arguments do not make sense, it would require conditional passing of arguments by caller. But this really breaks compatibility and we haven't figured out how to handle it even in 4.x (a possible alternative is to use suffixes The following change seems to solve the problem: -func load(path, original_path):
+func load(path, original_path, _no_subresource_cache): |
Describe the bug
Several scripts will break inside Godot 3.6 stable , such as load() in hterrain_loader script , it seems like more things are affected too.
But well, the entire engine feels slugish for some reasons, maybe we should not use it
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