Edit of asset "PythonScript" Accepted

Old/Current New/Edit
Title PythonScript
Description /!\ This module requires to restart Godot once installed /!\

Introduction
------------

This is a beta version of the Python module for Godot.

You are likely to encounter bugs and catastrophic crashes, if so please
report them to https://github.com/touilleMan/godot-python/issues.


Working features
----------------

Every Godot core features are expected to work fine:
- builtins (e.g. Vector2)
- Objects classes (e.g. Node)
- signals
- variable export
- rpc synchronisation

On top of that, mixing GDscript and Python code inside a project should work fine.


Using Pip
---------

On windows, pip must be installed first with `ensurepip`:
```
$ <pythonscript_dir>/windows-64/python.exe -m ensurepip # Only need to do that once
$ <pythonscript_dir>/windows-64/python.exe -m pip install whatever
```

On linux/macOS, pip should be already present:
```
$ <pythonscript_dir>/x11-64/bin/python3 -m pip install whatever
```

Note you must use `python -m pip` to invoke pip (using the command `pip`
directly will likely fail in a cryptic manner)


Not so well features
--------------------

Exporting the project hasn't been tested at all (however exporting for linux should be pretty simple and may work out of the box...).


Have fun ;-)

- touilleMan
/!\ This module requires to restart Godot once installed /!\

Introduction
------------

This is a beta version of the Python module for Godot.

You are likely to encounter bugs and catastrophic crashes, if so please
report them to https://github.com/touilleMan/godot-python/issues.


Working features
----------------

Every Godot core features are expected to work fine:
- builtins (e.g. Vector2)
- Objects classes (e.g. Node)
- signals
- variable export
- rpc synchronisation

On top of that, mixing GDscript and Python code inside a project should work fine.

Python and pip are working, however depending on platform and backend they
- on Windows+CPython use `python.exe` and `python.exe -m pip`
- on Linux+CPython `bin/python` and `bin/pip` are provided out of the box.
However you must provide path to `libpython3.6m.so` to make them run:
```
$ LD_LIBRARY_PATH=`pwd`/lib ./bin/pip3 --version
$ LD_LIBRARY_PATH=`pwd`/lib ./bin/python --version
```
- on Linux+Pypy `bin/pypy` runs like a charm, you should use ensurepip to
install pip:
```
$ bin/pypy -m ensurepip
$ bin/pypy -m pip --version
```


Not so well features
--------------------

Memory management is a big issue (given Godot and Python garbage collectors should be synchronized)
so leaks are possible (hence Godot complaining there is still MemoryPool allocs in use at exit...).

Exporting the project hasn't been tested at all (however exporting for linux should be pretty simple and
may work out of the box...).


Have fun ;-)

- touilleMan
Category Scripts
License MIT
Repository Provider GitHub
Repository Url https://github.com/touilleMan/godot-python-assetlib-repo
Issues Url https://github.com/touilleMan/godot-python/issues
Godot version Godot 3.2
Version String 0.50.0 0.10.0
Download Commit 9c36f5b82d890c2b6f6ba3dea65ee3381c35c991
Download Url (Computed) https://github.com/touilleMan/godot-python-assetlib-repo/archive/9c36f5b82d890c2b6f6ba3dea65ee3381c35c991.zip
Icon Url https://cdn.rawgit.com/touilleMan/godot-python/master/misc/godot_python.png
https://cdn.rawgit.com/touilleMan/godot-python/master/misc/godot_python.png