2023.1
Before you enable Qodot!
Please read the short setup guide: https://github.com/QodotPlugin/Qodot/#readme Many issues can be resolved by ensuring C# scripts are built (Alt+B), and restarting the editor.
2023.1
Thanks for your patience, Qodot 2023.1 is now live. Many issues with the transition to Godot 4.0 have been ironed out. It's not perfect, but hopefully this is a better step forward for the project.
Download the source code at the bottom, unzip it to your godot project root (res://) and follow the setup guide: https://github.com/QodotPlugin/Qodot/#readme
Don't hesitate to make a new issue if you're still struggling with editor bugs or setup.
Fixes
- Fixed FGD and config export issues
- Tempfix for broken brush entity (skip) collision (thank you @rburing !!)
- Skip and clip build correct collision (thank you @rburing !!)
- Add all entites back into Qodot_fgd.tres
- Remove
get_class
method override by @epergo in #45 - Remove duplicated
worldspawn_solid_class
in fgd file exported var by @epergo in #47 - Re-save resources by @epergo in #52
- Update node_class to Godot4 nodes by @epergo in #54
- README.md: fixed "path" to Create C# Solution by @saikyun in #56
- Merge vertices which are close enough by @rburing in #49
- Properly dispose of FileAccess objects by @RealPlanet in #62
- Update tested version to 4.1 stable
Improvements
- Add default .jpg, .jpeg, .bmp texture extensions
- Add descriptions for target, targetname, signal, receiver
- Port liquids to Godot 4 by @epergo in #43
- Replaced dummy export with proper export groups by @RealPlanet in #64
- add target and targetname to some classes by @THEKAI64 in #71
New Contributors
- @epergo made their first contribution in #43
- @saikyun made their first contribution in #56
- @rburing made their first contribution in #49
- @RealPlanet made their first contribution in #62
- @THEKAI64 made their first contribution in #71
Full Changelog: 2.1.0...2023.1