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Stop referring to GDExtension as experimental

David Snopek 3 mēneši atpakaļ
vecāks
revīzija
a7815c997e

+ 0 - 3
tutorials/migrating/upgrading_to_godot_4.1.rst

@@ -242,9 +242,6 @@ Multiple layered ``SubViewportContainer`` nodes, that should all receive mouse i
 Updating your GDExtension for 4.1
 ---------------------------------
 
-GDExtension is still in beta. Until it's marked as stable, compatibility may break when
-upgrading to a new minor version of Godot.
-
 In order to fix a serious bug, in Godot 4.1 we had to break binary compatibility in a big
 way and source compatibility in a small way.
 

+ 3 - 11
tutorials/scripting/cpp/about_godot_cpp.rst

@@ -22,12 +22,6 @@ and :ref:`C++ modules <doc_custom_modules_in_cpp>` to run C or C++ code in a God
 They also both allow you to integrate third-party libraries into Godot. The one
 you should choose depends on your needs.
 
-.. warning::
-
-    godot-cpp is currently *experimental*, which means that we may
-    break compatibility in order to fix major bugs or include critical features.
-
-
 Advantages of godot-cpp
 ~~~~~~~~~~~~~~~~~~~~~~~
 
@@ -71,7 +65,7 @@ godot-cpp (or another GDExtension system) isn't enough:
 Version compatibility
 ---------------------
 
-Usually, GDExtensions targeting an earlier version of Godot will work in later
+GDExtensions targeting an earlier version of Godot should work in later
 minor versions, but not vice-versa. For example, a GDExtension targeting Godot 4.2
 should work just fine in Godot 4.3, but one targeting Godot 4.3 won't work in Godot 4.2.
 
@@ -79,10 +73,8 @@ For this reason, when creating GDExtensions, you may want to target the lowest v
 Godot that has the features you need, *not* the most recent version of Godot. This can
 save you from needing to create multiple builds for different versions of Godot.
 
-However, GDExtension is currently *experimental*, which means that we may
-break compatibility in order to fix major bugs or include critical features.
-For example, GDExtensions created for Godot 4.0 aren't compatible with Godot
-4.1 (see :ref:`updating_your_gdextension_for_godot_4_1`).
+There is one exception to this: extensions targeting Godot 4.0 will **not** work with
+Godot 4.1 and later (see :ref:`updating_your_gdextension_for_godot_4_1`).
 
 GDExtensions are also only compatible with engine builds that use the same
 level of floating-point precision the extension was compiled for. This means

+ 6 - 8
tutorials/scripting/cpp/gdextension_cpp_example.rst

@@ -53,14 +53,12 @@ of Godot. GDExtensions will not work in older versions of Godot (only Godot 4 an
     to work with Godot's ``master`` branch.
 
 .. warning::
-    Our long-term goal is that GDExtensions targeting an earlier version of Godot will work
-    in later minor versions, but not vice-versa. For example, a GDExtension targeting Godot 4.1
-    should work just fine in Godot 4.2, but one targeting Godot 4.2 won't work in Godot 4.1.
-
-    However, GDExtension is currently *experimental*, which means that we may break compatibility
-    in order to fix major bugs or include critical features. For example, GDExtensions created
-    for Godot 4.0 aren't compatible with Godot 4.1
-    (see :ref:`updating_your_gdextension_for_godot_4_1`).
+    GDExtensions targeting an earlier version of Godot should work in later
+    minor versions, but not vice-versa. For example, a GDExtension targeting Godot 4.2
+    should work just fine in Godot 4.3, but one targeting Godot 4.3 won't work in Godot 4.2.
+
+    There is one exception to this: extensions targeting Godot 4.0 will **not** work with
+    Godot 4.1 and later (see :ref:`updating_your_gdextension_for_godot_4_1`).
 
 If you are versioning your project using Git, it is recommended to add it as
 a Git submodule: