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This list is not going into too much detail; for that, consult the issue tracker. It focuses on features only, while bugfixes, refactors, documentation and other quality-of-life improvements are omitted. This is meant to be a read-only issue; for questions, contact us on Discord.
Please note that the GDExtension port for Rust is still early-stage. In general, if you think something is not yet implemented, it likely isn't 🙂
Legend
🌑 -- not available
🚏 -- very early-stage, barely usable
🚧 -- in development
🌲 -- somewhat usable (doesn't mean finished, and API likely still changes)
This issue gives a broad overview over features that are already implemented, those that aren't, and links to the respective issues.
See also: blog post about 2023 achievements 🚀
This list is not going into too much detail; for that, consult the issue tracker. It focuses on features only, while bugfixes, refactors, documentation and other quality-of-life improvements are omitted. This is meant to be a read-only issue; for questions, contact us on Discord.
Please note that the GDExtension port for Rust is still early-stage. In general, if you think something is not yet implemented, it likely isn't 🙂
Legend
🌑 -- not available
🚏 -- very early-stage, barely usable
🚧 -- in development
🌲 -- somewhat usable (doesn't mean finished, and API likely still changes)
Built-in types
See also #310
i64
,bool
, ...)StringName
Color
Callable
Signal
Rid
Registration (export Rust to GDScript)
_ready
, ...)@onready
supportEngine interaction (call Godot from Rust)
Platform support
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