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Fix godot_openvr.gdextension
Update godot_openvr.gdextension
# Conflicts: # src/open_vr/openvr_data.cpp
Don't accidentally reuse overlay keys
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We should probably make a branch with just the .gdextension and signal changes, I don't think we need to contribute our action workflow changes. |
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Just commenting out the entire signal handling system isn't a fix for anything, it's not used directly in the plugin but I use it extensively in my applications. |
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This PR has undone multiple changes that have only happened recently. I only added signal support in #169, so I'm not surprised that it has some bugs. It would be great if you can open an issue with more details on the crash, I haven't seen it break at runtime but only at compile time when there's a mismatch with the openvr version. The gdextension change looks good, I have the same one sitting around to get to eventually. The workflow change to build debug is something I've needed to get to for a while, but I hate working on actions so I've been putting it off. I don't think we want the change to manually running workflow, at least not on its own, and we don't want to go back to publishing releases for every commit either. If you can split the gdextension and debug builds into two separate tiny PRs I'd be happy to merge them. Please also clean up the git history with a rebase, I don't want to merge all these self-merges into master and make a mess of our so-far linear history. It looks like they could just be resubmitted from @Frozenreflex's original branches instead of trying to fix up the entire history of your fork? |
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Fixed up the gdextension for 4.5 in #186. |
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