fix: use explicit type for Image.create() to fix export build#1
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Image.create() returns Variant in exported builds, causing a type inference failure with :=. Use explicit type annotation instead. https://claude.ai/code/session_01VWHsKegWBvnUuhMasaH4Y5
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Same issue as Image.create() (fixed in #1): static create() on native classes returns Variant in template_release builds, causing a parse error with :=. Use explicit type annotation instead. Also fix duplicate libpipewire-0.3-dev in godotlite-validation job. https://claude.ai/code/session_01VGBbeacXMewW3dgWecMzA1
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* ci: add GodotLite export validation job CI was only testing with the full-featured Godot editor binary, so it would never catch incompatibilities with the stripped-down GodotLite templates used in release builds. Add a new job that downloads the GodotLite Linux template, exports the project with it, and runs the resulting binary headless to verify it starts without errors from missing modules or classes. https://claude.ai/code/session_01VGBbeacXMewW3dgWecMzA1 * ci: strip GDExtensions before GodotLite validation export The GodotLite validation job failed because the exported binary couldn't find the godot-livekit GDExtension libraries at runtime. Since this job tests GodotLite engine module compatibility (not native plugin loading), strip all .gdextension files before export. The release workflow already handles per-platform GDExtension inclusion separately. Also filter GDExtension warnings from the error summary since they are expected after stripping. https://claude.ai/code/session_01VGBbeacXMewW3dgWecMzA1 * ci: remove GDExtension stripping, verify all addons installed Stripping .gdextension files breaks the GDScript dependency chain — native classes like SentrySDK and LiveKitRoom disappear but GDScript files still reference them, causing cascading SCRIPT ERRORs. Instead: keep all GDExtensions, add a verification step that fails fast if any addon (godot-livekit, gut, sentry) is missing, list build directory contents after export for debugging, and run the exported binary from its own directory so library paths resolve correctly. https://claude.ai/code/session_01VGBbeacXMewW3dgWecMzA1 * ci: add libpipewire-0.3-dev to all CI jobs godot-livekit's native library depends on libpipewire-0.3.so.0 at runtime. Without it the GDExtension fails to load, cascading into a "dynamic library not found" error. Add the package to all three CI jobs (unit tests, integration tests, and GodotLite validation). https://claude.ai/code/session_01VGBbeacXMewW3dgWecMzA1 * fix: use explicit type for SentryBreadcrumb.create() in export builds Same issue as Image.create() (fixed in #1): static create() on native classes returns Variant in template_release builds, causing a parse error with :=. Use explicit type annotation instead. Also fix duplicate libpipewire-0.3-dev in godotlite-validation job. https://claude.ai/code/session_01VGBbeacXMewW3dgWecMzA1 * fix: avoid Image.create() static method for GodotLite compatibility GodotLite template_release builds don't register Image.create() as a static method, causing "Static function create() not found in base GDScriptNativeClass" at parse time. Use Image.new() + set_data() instead, which are instance methods and work in all builds. https://claude.ai/code/session_01VGBbeacXMewW3dgWecMzA1 --------- Co-authored-by: Claude <noreply@anthropic.com>
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Mar 1, 2026
The DPI-aware window resize left the window offset from center on high DPI displays. Now re-centers on the current screen after resizing. Screen sharing captured and transmitted frames at full native resolution, causing poor performance. Frames are now downscaled to a configurable max size (default 1280px longest edge) before encoding/transmission. Closes #1 Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Fixed in 1fc37be — window is now re-centered after HiDPI resize, and screen share frames are downscaled to a configurable max capture size (default 1280px) before encoding. |
krazyjakee
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Mar 5, 2026
Image.create() returns Variant in exported builds, causing a type inference failure with :=. Use explicit type annotation instead. https://claude.ai/code/session_01VWHsKegWBvnUuhMasaH4Y5 Co-authored-by: Claude <noreply@anthropic.com>
krazyjakee
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Mar 5, 2026
* ci: add GodotLite export validation job CI was only testing with the full-featured Godot editor binary, so it would never catch incompatibilities with the stripped-down GodotLite templates used in release builds. Add a new job that downloads the GodotLite Linux template, exports the project with it, and runs the resulting binary headless to verify it starts without errors from missing modules or classes. https://claude.ai/code/session_01VGBbeacXMewW3dgWecMzA1 * ci: strip GDExtensions before GodotLite validation export The GodotLite validation job failed because the exported binary couldn't find the godot-livekit GDExtension libraries at runtime. Since this job tests GodotLite engine module compatibility (not native plugin loading), strip all .gdextension files before export. The release workflow already handles per-platform GDExtension inclusion separately. Also filter GDExtension warnings from the error summary since they are expected after stripping. https://claude.ai/code/session_01VGBbeacXMewW3dgWecMzA1 * ci: remove GDExtension stripping, verify all addons installed Stripping .gdextension files breaks the GDScript dependency chain — native classes like SentrySDK and LiveKitRoom disappear but GDScript files still reference them, causing cascading SCRIPT ERRORs. Instead: keep all GDExtensions, add a verification step that fails fast if any addon (godot-livekit, gut, sentry) is missing, list build directory contents after export for debugging, and run the exported binary from its own directory so library paths resolve correctly. https://claude.ai/code/session_01VGBbeacXMewW3dgWecMzA1 * ci: add libpipewire-0.3-dev to all CI jobs godot-livekit's native library depends on libpipewire-0.3.so.0 at runtime. Without it the GDExtension fails to load, cascading into a "dynamic library not found" error. Add the package to all three CI jobs (unit tests, integration tests, and GodotLite validation). https://claude.ai/code/session_01VGBbeacXMewW3dgWecMzA1 * fix: use explicit type for SentryBreadcrumb.create() in export builds Same issue as Image.create() (fixed in #1): static create() on native classes returns Variant in template_release builds, causing a parse error with :=. Use explicit type annotation instead. Also fix duplicate libpipewire-0.3-dev in godotlite-validation job. https://claude.ai/code/session_01VGBbeacXMewW3dgWecMzA1 * fix: avoid Image.create() static method for GodotLite compatibility GodotLite template_release builds don't register Image.create() as a static method, causing "Static function create() not found in base GDScriptNativeClass" at parse time. Use Image.new() + set_data() instead, which are instance methods and work in all builds. https://claude.ai/code/session_01VGBbeacXMewW3dgWecMzA1 --------- Co-authored-by: Claude <noreply@anthropic.com>
krazyjakee
added a commit
that referenced
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Mar 5, 2026
The DPI-aware window resize left the window offset from center on high DPI displays. Now re-centers on the current screen after resizing. Screen sharing captured and transmitted frames at full native resolution, causing poor performance. Frames are now downscaled to a configurable max size (default 1280px longest edge) before encoding/transmission. Closes #1 Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
krazyjakee
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Mar 6, 2026
Image.create() returns Variant in exported builds, causing a type inference failure with :=. Use explicit type annotation instead.
krazyjakee
added a commit
that referenced
this pull request
Mar 6, 2026
* ci: add GodotLite export validation job CI was only testing with the full-featured Godot editor binary, so it would never catch incompatibilities with the stripped-down GodotLite templates used in release builds. Add a new job that downloads the GodotLite Linux template, exports the project with it, and runs the resulting binary headless to verify it starts without errors from missing modules or classes. * ci: strip GDExtensions before GodotLite validation export The GodotLite validation job failed because the exported binary couldn't find the godot-livekit GDExtension libraries at runtime. Since this job tests GodotLite engine module compatibility (not native plugin loading), strip all .gdextension files before export. The release workflow already handles per-platform GDExtension inclusion separately. Also filter GDExtension warnings from the error summary since they are expected after stripping. * ci: remove GDExtension stripping, verify all addons installed Stripping .gdextension files breaks the GDScript dependency chain — native classes like SentrySDK and LiveKitRoom disappear but GDScript files still reference them, causing cascading SCRIPT ERRORs. Instead: keep all GDExtensions, add a verification step that fails fast if any addon (godot-livekit, gut, sentry) is missing, list build directory contents after export for debugging, and run the exported binary from its own directory so library paths resolve correctly. * ci: add libpipewire-0.3-dev to all CI jobs godot-livekit's native library depends on libpipewire-0.3.so.0 at runtime. Without it the GDExtension fails to load, cascading into a "dynamic library not found" error. Add the package to all three CI jobs (unit tests, integration tests, and GodotLite validation). * fix: use explicit type for SentryBreadcrumb.create() in export builds Same issue as Image.create() (fixed in #1): static create() on native classes returns Variant in template_release builds, causing a parse error with :=. Use explicit type annotation instead. Also fix duplicate libpipewire-0.3-dev in godotlite-validation job. * fix: avoid Image.create() static method for GodotLite compatibility GodotLite template_release builds don't register Image.create() as a static method, causing "Static function create() not found in base GDScriptNativeClass" at parse time. Use Image.new() + set_data() instead, which are instance methods and work in all builds. ---------
krazyjakee
added a commit
that referenced
this pull request
Mar 6, 2026
The DPI-aware window resize left the window offset from center on high DPI displays. Now re-centers on the current screen after resizing. Screen sharing captured and transmitted frames at full native resolution, causing poor performance. Frames are now downscaled to a configurable max size (default 1280px longest edge) before encoding/transmission. Closes #1
This was referenced Jun 11, 2026
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Image.create() returns Variant in exported builds, causing a type
inference failure with :=. Use explicit type annotation instead.
https://claude.ai/code/session_01VWHsKegWBvnUuhMasaH4Y5