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Fix for Godot 4.x #10

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Fix for Godot 4.x #10

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majdisorder
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@majdisorder majdisorder commented Dec 5, 2022

This PR Changes the type registration and header paths to play nice with the new Godot 4.x model.

! This will break the build for all Godot 3 branches including 3.5, however it should be able to build against the 3.x branch.

Build performed on Windows 11 and tested with the script described in README.md (! updated from original)

Voronoi Godot integration for Godot 4.x
=======================================

This fork upgrades the orginal [library](https://github.com/rakai93/godot_voronoi) to support Godot 4.x.
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I guess this should be re-written to exclude "this fork" before being merged back.

# Create voronoi generator
var points = PackedVector2Array([Vector2(0,0)])
for i in 100:
randomize()
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randomize() only needs to be called once before the loop

func _draw():
# Iterate over sites
for site in diagram.sites():
randomize()
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Same here

@rakai93
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rakai93 commented Dec 24, 2022

Thank you for providing this PR! I personally don't use the project anymore and I guess it should be re-written as a GDExtension at some point, but for now I'm glad you continued the work!

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2 participants