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Various semantic updates; prefer "godot-rust" over "gdext"
Remove Godot 3->4 differences, no longer relevant today.
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.github/ISSUE_TEMPLATE/outdated.md

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<!--
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Please include a brief overview of the API change and which documentation will need to be updated to reflect this.
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If you happen to have a link to the gdext PRs, that's a bonus.
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If you happen to have a link to the godot-rust PRs, that's a bonus.
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-->
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ReadMe.md

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# The godot-rust book
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The godot-rust book is a user guide for **gdext**, the Rust bindings to Godot 4.
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This book is a user guide for **godot-rust**, the Rust bindings to Godot 4.
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It covers a large part of the concepts and complements [the API docs][gdext-docs].
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There is also [gdnative-book] for Godot 3.
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## License
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Like gdext itself, the gdext book is licensed under [MPL 2.0][mpl].
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Like godot-rust itself, the godot-rust book is licensed under [MPL 2.0][mpl].
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[book-web]: https://godot-rust.github.io/book
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[gdext]: https://github.com/godot-rust/gdext

src/SUMMARY.md

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- [`Resource` savers and loaders](recipes/resource-saver-loader.md)
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- [Custom node icons](recipes/custom-icons.md)
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- [Ecosystem](ecosystem/index.md)
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- [Contributing to gdext](contribute/index.md)
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- [Contributing to godot-rust](contribute/index.md)
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- [Philosophy](contribute/philosophy.md)
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- [Dev tools and testing](contribute/dev-tools.md)
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- [Code and API conventions](contribute/conventions.md)

src/contribute/conventions.md

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1. Avoid tuple-enums `enum E { Var(u32, u32) }` and tuple-structs `struct S(u32, u32)` with more than 1 field. Use named fields instead.
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2. Derive order is `#[derive(GdextTrait, ExternTrait, Default, Copy, Clone, Eq, PartialEq, Ord, PartialOrd, Hash, Debug)]`.
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- `GdextTrait` is a custom derive defined by gdext itself (in any of the crates).
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- `GdextTrait` is a custom derive defined by godot-rust itself (in any of the crates).
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- `ExternTrait` is a custom derive by a third-party crate, e.g. `nanoserde`.
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- The standard traits follow order _construction, comparison, hashing, debug display_.
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More expressive ones (`Copy`, `Eq`) precede their implied counterparts (`Clone`, `PartialEq`).
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The reason for this choice is that each attribute maps nicely to a map, where values can have different types.
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This allows for a recognizable and consistent syntax across all proc-macro APIs. Implementation-wise, this pattern is
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directly supported by the `KvParser` type in gdext, which makes it easy to parse and interpret attributes.
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directly supported by the `KvParser` type in godot-rust, which makes it easy to parse and interpret attributes.
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[lib-public-api]: https://godot-rust.github.io/docs/gdext/master/godot/#public-api

src/contribute/dev-tools.md

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### Unit tests
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Because most of gdext interacts with the Godot engine, which is not available from the test executable, unit tests
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Because most of godot-rust interacts with the Godot engine, which is not available from the test executable, unit tests
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(using `cargo test` and the `#[test]` attribute) are pretty limited in scope. They are primarily used for Rust-only logic.
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Unit tests also include [doctests], which are Rust code snippets embedded in the documentation.
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## Continuous Integration
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If you want to have the full CI experience, you can experiment as much as you like on your own gdext fork, before submitting a pull request.
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If you want to have the full CI experience, you can experiment as much as you like on your own fork of the repository, before
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submitting a pull request.
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### Manually trigger a CI run

src/contribute/index.md

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~ file, You can obtain one at https://mozilla.org/MPL/2.0/.
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-->
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# Contributing to gdext
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# Contributing to godot-rust
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This chapter provides deeper information for people who are interested in contributing to the library.
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In case you are simply using gdext, you can skip this chapter.
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In case you are simply _using_ godot-rust, you can skip this chapter.
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If you haven't already, please read the [Contributing guidelines] in the repository first.
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The rest of this chapter explains developer tools and workflows in more detail. Check out the respective subchapters.

src/contribute/philosophy.md

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Different gamedev projects have different goals, which determines how APIs are built and how they support various use cases.
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Understanding the vision behind gdext allows users to:
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Understanding the vision behind godot-rust allows users to:
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- decide whether the library is the right choice for them
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- comprehend design decisions that have influenced the library's status quo
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- contribute in ways that align with the project, thus saving time.
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- contribute in ways that align with the project.
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## Mission statement
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In our case, pragmatism means that progress is driven by solutions to real-world problems, rather than theoretical purity.
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Engineering comes with trade-offs, and gdext in particular is rather atypical for a Rust project. As such, we may sometimes deviate
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Engineering comes with trade-offs, and godot-rust is rather atypical for a Rust project. As such, we may sometimes deviate
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from Rust best practices that may apply in a clean-room setting, but fall apart when exposed to the interaction with a C++ game engine.
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At the end of the day, people use Godot and Rust to build games, simulations or other interactive applications. The library should be designed
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## Scope
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gdext is primarily a _binding_ to the Godot engine. A priority is to make Godot functionality accessible for Rust developers, in ways
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godot-rust is primarily a _binding_ to the Godot engine. A priority is to make Godot functionality accessible for Rust developers, in ways
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that exploit the strengths of the language, while minimizing the friction.
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Since we are not building our own game engine, features need to be related to Godot. We aim to build a robust core for everyday workflows,
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while avoiding overly niche features. Integrations with other parts of the gamedev ecosystem (e.g. ECS, asset pipelines, GUI) are out of
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scope and best implemented as extensions.
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scope and [best implemented as extensions][ecosystem].
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## API design principles
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[wiki-yagni]: https://en.wikipedia.org/wiki/YAGNI
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[lib-ergonomics-panics]: https://godot-rust.github.io/docs/gdext/master/godot/#ergonomics-and-panics
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[godot-contributor-best-practices]: https://docs.godotengine.org/en/stable/contributing/development/best_practices_for_engine_contributors.html
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[ecosystem]: ../ecosystem

src/godot-api/builtins.md

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### Rust mapping
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Rust types in the gdext API represent the corresponding Godot types in the closest way possible. They are used in parameter and return type
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Rust types in the library's API represent the corresponding Godot types in the closest way possible. They are used in parameter and return type
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position of API functions, for example. They are accessible through `godot::builtin`, and most symbols are also part of the prelude.
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Most builtins have a 1:1 equivalent (e.g. `Vector2f`, `Color` etc.). The following list highlights some noteworthy mappings:

src/godot-api/functions.md

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# Calling functions
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In general, the gdext library maps Godot functions in a way that feels as idiomatic as possible in Rust. Sometimes, signatures differ from
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In general, the godot-rust library maps Godot functions in a way that feels as idiomatic as possible in Rust. Sometimes, signatures differ from
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GDScript, and this page will go into such differences.
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Because Rust does not support default parameters, we have to emulate the other calls differently. We decided to use the builder pattern.
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Builder methods in gdext receive **the `_ex` suffix**. Such a method takes all required parameters, like the base method. It returns a builder
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Builder methods in the library receive **the `_ex` suffix**. Such a method takes all required parameters, like the base method. It returns a builder
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object, which offers methods to set the optional parameters by their name. Eventually, a `done()` method concludes the builder and returns the
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result of the Godot function call.
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src/godot-api/index.md

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# Using the Godot API
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In this chapter, you will learn how to interact with the Godot engine from Rust code. After introducing you to builtins and objects, we will
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delve into engine API calls and discuss gdext-specific idioms surrounding them.
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delve into engine API calls and discuss godot-rust specific idioms surrounding them.
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If you are interested in exposing your own Rust symbols to the engine and to GDScript code, check out the chapter
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[Registering Rust symbols](../register/index.md). It is however strongly recommended to read this chapter first, as it introduces vital concepts.

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