Comments (4)
The godot-cpp just at the root of this project.
I found it the submodules have not synchronize to this remote repo correctly, now I fixed it, please pull the latest commit and ensure submodules are cloned correctly in your local repo.
The English README.md I will update later.
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The English readme already committed.
Please close this issue if solved.
from godot-dragonbones.
The godot-cpp just at the root of this project. I found it the submodules have not synchronize to this remote repo correctly, now I fixed it, please pull the latest commit and ensure submodules are cloned correctly in your local repo.
The English README.md I will update later.
thanks, now I see godot-cpp, but what about a command like target=x86_64 and platform=windows, etc?
from godot-dragonbones.
thanks, now I see godot-cpp, but what about a command like target=x86_64 and platform=windows, etc?
Please follow the build system of godot-cpp, they are identical.
from godot-dragonbones.
Related Issues (19)
- problem with some animations HOT 2
- Startup problem HOT 5
- More advanced examples HOT 2
- Add documentation in the editor HOT 10
- New format .dbfactory HOT 6
- Configuration issue on the Asset Library HOT 1
- Dragon Bones not showing up in Project Settings/Plugins HOT 4
- DragonBones gdextension doesn't show the image when dragon_ske.dbfactory is draggen into the factory-slot HOT 4
- DragonBones Extension on OSX HOT 8
- crash on macos HOT 2
- Display Color Multiplier resets when current_animation changes HOT 11
- Editor crashes when resize `texture_atlas_json_file_list` of `DragonBoneFactory`. HOT 4
- Cannot use another character HOT 2
- Signals don't work HOT 1
- Dragon Bones of the model are not imported when exporting in separate texture mode HOT 1
- If there is only one animation, it does not play HOT 5
- Incorrect bone conversion in get_bone() functions HOT 1
- [Feature request] Add debug mode for bones
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