This is a Godot Engine extension implemented as a C++ module.
The extension is comprised of functional components, all of which are optional. There are also some modules which can be compiled alongside of the extension.
See Goost official documentation for detailed instructions on how to use the module, and the list of currently implemented components.
git clone https://github.com/GoostGD/goost.git
scons custom_modules="/path/to/directory/containing/goost"
Godot Engine 3.2 compatible.
custom_modules
build option is added since the release of Godot Engine 3.2.2.
See Contributing if you are interested in development and to find out what kind of features are accepted.
While not mandatory, developers are encouraged to write unit tests (or any tests for that matter) for any existing or new features.
See Tests for details.
The documentation can be generated for new classes, and updated for existing ones. See the following official documentation pages for further instructions:
There are separate branches which are targeted for specific Godot Engine's major version.
Regarding latest extension development version, switch to
Similarly, you may use any of the stable branches with a similar branch
encoding, such as 1.0-gd3
or 1.0-gd4
, if available.
Any new features are encouraged to be developed against the latest Godot Engine's stable version, which may be optionally ported to the latest engine's development version (independently or in sync, depending on priorities).
Unless otherwise specified, the extension is released under the MIT license.
See the full list of third-party libraries with their licenses used by this extension at thirdparty/README.md (MIT compatible).