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Merge GDExtension into a single implementation
Move all the gdextension logic intom the `common` directory so to share the same functionality across all vendors. For the editor, this enables a single `scons` build file and a single gdextension that can be loaded by the editor. For Android vendor platforms, we still maintains separate `cmake` build files which allows to omit / include platform specific dependencies via pre-processor directives in order to generate platform specific shared libraries, which are included in platform specific AAR binaries.
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# Godot 4+ specific ignores | ||
.godot/ | ||
/addons/godotopenxrvendors/*/.bin | ||
/addons/godotopenxrvendors/.bin | ||
/android/ |
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[configuration] | ||
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entry_symbol = "plugin_library_init" | ||
compatibility_minimum = "4.2" | ||
android_aar_plugin = true | ||
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[libraries] | ||
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android.debug.arm64 = "res://addons/godotopenxrvendors/.bin/android/template_debug/arm64/libgodotopenxr.so" | ||
android.release.arm64 = "res://addons/godotopenxrvendors/.bin/android/template_release/arm64/libgodotopenxr.so" | ||
android.debug.x86_64 = "res://addons/godotopenxrvendors/.bin/android/template_debug/x86_64/libgodotopenxr.so" | ||
android.release.x86_64 = "res://addons/godotopenxrvendors/.bin/android/template_release/x86_64/libgodotopenxr.so" | ||
macos.debug = "res://addons/godotopenxrvendors/.bin/macos/template_debug/libgodotopenxr.macos.framework" | ||
macos.release = "res://addons/godotopenxrvendors/.bin/macos/template_release/libgodotopenxr.macos.framework" | ||
windows.debug.x86_64 = "res://addons/godotopenxrvendors/.bin/windows/template_debug/x86_64/libgodotopenxr.dll" | ||
windows.release.x86_64 = "res://addons/godotopenxrvendors/.bin/windows/template_release/x86_64/libgodotopenxr.dll" | ||
linux.debug.x86_64 = "res://addons/godotopenxrvendors/.bin/linux/template_debug/x86_64/libgodotopenxr.so" | ||
linux.release.x86_64 = "res://addons/godotopenxrvendors/.bin/linux/template_release/x86_64/libgodotopenxr.so" |
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