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Add installation and compilation instructions
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README.md

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@@ -7,7 +7,47 @@ Have you ever wanted to make 4D games in Godot?
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...no? You say you haven't? Ok, then this module isn't for you.
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For anyone who does want to make a 4D game, Node4D and other 4D nodes now
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exist, just download the fork of Godot that includes this module!
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exist, just download and compile this module, and you can make 4D games in Godot!
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## Installation
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First, have all the Godot dependencies installed on your computer as per the
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[official instructions](https://docs.godotengine.org/en/stable/contributing/development/compiling/index.html).
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If you want all of the Godot Dimensions modules at once, you can grab a
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branch of [our Godot fork](https://github.com/godot-dimensions/godot).
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```shell
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git clone https://github.com/godot-dimensions/godot godot-dimensions
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cd godot-dimensions
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# First, make sure you can compile regular Godot.
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scons
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# Then, switch to the dimensions branch and download the submodules.
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git switch dimensions-latest
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git submodule update --init --recursive
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scons
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# Re-run the `scons` command to re-compile if you make changes.
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```
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Alternatively, if you only want 4D, you can start with any clone
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of Godot Engine and add this module to it:
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```shell
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cd modules
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git clone https://github.com/godot-dimensions/godot-4d 4d
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# Make sure the folder is named `4d`, not `godot-4d`!
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cd ..
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scons
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# Re-run the `scons` command to re-compile if you make changes.
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```
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It should now be successfully compiled, and you can run the executable in the `bin` folder.
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Alternatively, Godot 4D can be compiled as a GDExtension. The module approach
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is recommended, but GDExtension allows you to avoid recompiling Godot.
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To compile as a GDExtension, clone this repository anywhere, with submodules,
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and run `scons target=editor`. You can open the repository's `project.godot`
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in Godot to test the GDExtension, and copy the `addons/4d` to your own project.
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## Nodes
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render/rendering_server_4d.cpp

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@@ -84,7 +84,7 @@ void RenderingServer4D::register_camera(Camera4D *p_camera) {
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cameras.append(p_camera);
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_viewport_cameras[viewport] = cameras;
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p_camera->make_current();
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// Is this also the first time any Camera4D has been registered? If so, connect to the SceneTree's frame signal.
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// Is this also the first time any Camera4D has been registered? If so, connect to the RenderingServer's frame signal.
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if (_is_render_frame_connected) {
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return;
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}

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