diff --git a/docs/assets/images/tutorial-initializing-logging-godot4.png b/docs/assets/images/tutorial-initializing-logging-godot4.png new file mode 100644 index 00000000..f8c7a2c1 Binary files /dev/null and b/docs/assets/images/tutorial-initializing-logging-godot4.png differ diff --git a/docs/classes/main.md b/docs/classes/main.md index fa2410ef..89f05d4b 100644 --- a/docs/classes/main.md +++ b/docs/classes/main.md @@ -59,6 +59,8 @@ These are only available in the main [GodotSteam branches](https://github.com/Co You can pass true to the third argument to have GodotSteam connect and use run_callbacks internally so you do not have to do this manually anymore. If nothing is passed, it will not run callbacks internally. + **Note:** This function **does not** contain the second or third argument in **GDNative**. Also, this function **does not** contain the third argument in **GDExtension**. + ------ [:fontawesome-brands-steam: Read more in the official Steamworks SDK documentation](https://partner.steamgames.com/doc/api/steam_api#SteamAPI_Init){ .md-button .md-button--store target="_blank" } @@ -83,6 +85,8 @@ These are only available in the main [GodotSteam branches](https://github.com/Co You can pass true to the third argument to have GodotSteam connect and use run_callbacks internally so you do not have to do this manually anymore. If nothing is passed, it will not run callbacks internally. + **Note:** This function **does not** contain the second or third argument in **GDNative**. Also, this function **does not** contain the third argument in **GDExtension**. + ### steamShutdown !!! function "steamShutdown" diff --git a/docs/howto/gdextension.md b/docs/howto/gdextension.md index ad16a455..8c06ed5f 100644 --- a/docs/howto/gdextension.md +++ b/docs/howto/gdextension.md @@ -30,11 +30,11 @@ For those of you who are comfortable compiling or want to give it a shot, here a - Alternatively, clone this repository into your **GDExtension** folder: - Use ````git clone -b gdextension https://github.com/CoaguCo-Industries/GodotSteam.git```` - [x] Download the [Steamworks SDK](https://partner.steamgames.com); this requires a Steam developer account. -- [x] Download the [Godot cpp](https://github.com/godotengine/godot-cpp), the 4.0 branch. +- [x] Download the [Godot cpp](https://github.com/godotengine/godot-cpp), the 4.2 branch (or whatever 4.x version you need). - Unpack the **godot_cpp** into the **GDExtension** folder. - **Alternatively**, you can just use these commands inside the **GDExtension** folder to clone them: ```` - git clone --recursive -b 4.0 https://github.com/godotengine/godot-cpp + git clone --recursive -b 4.2 https://github.com/godotengine/godot-cpp ```` - [x] CD into the **godot-cpp** folder and compile the bindings (make sure your slashes are OS appropriate): ```` diff --git a/docs/index.md b/docs/index.md index b4b1f6eb..912a1b8d 100644 --- a/docs/index.md +++ b/docs/index.md @@ -47,7 +47,13 @@ Make sure you **don't mix and match** the pre-compiled editors with the plug-ins [:fontawesome-solid-file-zipper: GitHub Drop-in ZIP](https://github.com/CoaguCo-Industries/GodotSteam-Server/zipball/gdnative-plugin){ .md-button .md-button--primary target="\_blank" } !!! compile "GDExtension Plug-ins" - Get integrating Steamworks into your game with the GDExtension plug-in via Godot Engine 4.x + Get integrating Steamworks into your game with the GDExtension plug-in via Godot Engine 4.2.x + + [:simple-godotengine: Godot Asset Library](https://godotengine.org/asset-library/asset/2445){ .md-button .md-button--primary target="\_blank" } + [:fontawesome-solid-file-zipper: GitHub Drop-in TAR](https://github.com/CoaguCo-Industries/GodotSteam/tarball/gdextension-plugin){ .md-button .md-button--primary target="\_blank" } + [:fontawesome-solid-file-zipper: GitHub Drop-in ZIP](https://github.com/CoaguCo-Industries/GodotSteam/zipball/gdextension-plugin){ .md-button .md-button--primary target="\_blank" } + + Get integrating Steamworks into your game with the GDExtension plug-in via Godot Engine 4.1.x [:simple-godotengine: Godot Asset Library](https://godotengine.org/asset-library/asset/1972){ .md-button .md-button--primary target="\_blank" } [:fontawesome-solid-file-zipper: GitHub Drop-in TAR](https://github.com/CoaguCo-Industries/GodotSteam/tarball/gdextension-plugin){ .md-button .md-button--primary target="\_blank" } diff --git a/docs/tutorials/initializing.md b/docs/tutorials/initializing.md index ac71a267..317e8f16 100644 --- a/docs/tutorials/initializing.md +++ b/docs/tutorials/initializing.md @@ -30,9 +30,15 @@ Before we go any further, it is recommended that you enable logging in your proj Of course, if you have a custom logging system, don't worry about this. -To enable logging in the Godot editor, go to: **Projects > Project Settings > Logging > File Logging** and check **Enable File Logging**. This will start placing logs in your project's user data folder. Where are these, you might ask? [Check out the official Godot Engine documentation to find the locations.](https://docs.godotengine.org/en/stable/tutorials/io/data_paths.html?highlight=user%20data){ target="\_blank" } +=== "Godot 2.x, 3.x" + To enable logging in the Godot editor, go to: **Projects > Project Settings > Logging > File Logging** and check **Enable File Logging**. This will start placing logs in your project's user data folder. Where are these, you might ask? [Check out the official Godot Engine documentation to find the locations.](https://docs.godotengine.org/en/stable/tutorials/io/data_paths.html?highlight=user%20data){ target="\_blank" } -![Enable Logging](../assets/images/tutorial-initializing-logging.png){ loading=lazy } + ![Enable Logging](../assets/images/tutorial-initializing-logging.png){ loading=lazy } + +=== "Godot 4.x" + To enable logging in the Godot editor, go to: **Projects > Project Settings > Debug > File Logging** and check **Enable File Logging**. This will start placing logs in your project's user data folder. Where are these, you might ask? [Check out the official Godot Engine documentation to find the locations.](https://docs.godotengine.org/en/stable/tutorials/io/data_paths.html?highlight=user%20data){ target="\_blank" } + + ![Enable Logging](../assets/images/tutorial-initializing-logging-godot4.png){ loading=lazy } --- @@ -177,7 +183,7 @@ print("Did Steam initialize?: %s " % initialize_response) ``` However, you must pass the first two arguments which are whether you want the local user's statistics and achievements pulled during initialization and the game's app ID. -**Note:** This only works in GodotSteam 3.22 or newer for Godot 3.x and in GodotSteam 4.5 or newer for Godot 4.x. +**Note:** This only works in GodotSteam 3.22 or newer for Godot 3.x and in GodotSteam 4.5 or newer for Godot 4.x. This argument, however, does not exist in the GDExtension version. ---