Initial commit.

This commit is contained in:
2026-09-19 10:06:28 -04:00
commit df09395018
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@tool
extends Control
@onready var container_frame: VBoxContainer = %ContainerFrame
func add_companion_dock(companion_dock: Control) -> void:
container_frame.add_child(companion_dock)
@@ -0,0 +1 @@
uid://1oo0gvamoxgp
@@ -0,0 +1,125 @@
[gd_scene load_steps=6 format=3 uid="uid://cyniebd6yahu5"]
[ext_resource type="Script" uid="uid://1oo0gvamoxgp" path="res://addons/godotsteam/editor/steamworks_panel.gd" id="1_qn6cd"]
[ext_resource type="Script" uid="uid://b4nvgu7h84u53" path="res://addons/godotsteam/editor/updates/updates.gd" id="2_qn6cd"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_qn6cd"]
content_margin_top = 2.0
content_margin_bottom = 2.0
bg_color = Color(0.0980392, 0.0980392, 0.0980392, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_qf1vo"]
content_margin_top = 2.0
content_margin_bottom = 2.0
bg_color = Color(0.337255, 0.619608, 1, 1)
[sub_resource type="Theme" id="Theme_sqmbs"]
ProgressBar/styles/background = SubResource("StyleBoxFlat_qn6cd")
ProgressBar/styles/fill = SubResource("StyleBoxFlat_qf1vo")
[node name="Steamworks" type="Control"]
process_mode = 3
custom_minimum_size = Vector2(0, 150)
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_qn6cd")
metadata/_edit_lock_ = true
[node name="Scroller" type="ScrollContainer" parent="."]
custom_minimum_size = Vector2(0, 150)
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
metadata/_edit_lock_ = true
[node name="DockFrame" type="TabContainer" parent="Scroller"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 3
current_tab = 0
metadata/_edit_lock_ = true
[node name="Updates" type="MarginContainer" parent="Scroller/DockFrame"]
unique_name_in_owner = true
layout_mode = 2
theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 10
script = ExtResource("2_qn6cd")
metadata/_tab_index = 0
metadata/_edit_lock_ = true
[node name="ContainerFrame" type="VBoxContainer" parent="Scroller/DockFrame/Updates"]
unique_name_in_owner = true
layout_mode = 2
theme_override_constants/separation = 10
metadata/_edit_lock_ = true
[node name="HFrame" type="HBoxContainer" parent="Scroller/DockFrame/Updates/ContainerFrame"]
layout_mode = 2
theme_override_constants/separation = 25
metadata/_edit_lock_ = true
[node name="Type" type="Label" parent="Scroller/DockFrame/Updates/ContainerFrame/HFrame"]
custom_minimum_size = Vector2(125, 25)
layout_mode = 2
text = "GodotSteam"
metadata/_edit_lock_ = true
[node name="InstalledLabel" type="Label" parent="Scroller/DockFrame/Updates/ContainerFrame/HFrame"]
unique_name_in_owner = true
layout_mode = 2
text = "Installed version 4.18"
metadata/_edit_lock_ = true
[node name="UpdateLabel" type="Label" parent="Scroller/DockFrame/Updates/ContainerFrame/HFrame"]
unique_name_in_owner = true
layout_mode = 2
metadata/_edit_lock_ = true
[node name="Updating" type="HBoxContainer" parent="Scroller/DockFrame/Updates/ContainerFrame/HFrame"]
layout_mode = 2
size_flags_horizontal = 10
theme_override_constants/separation = 25
metadata/_edit_lock_ = true
[node name="Downloading" type="ProgressBar" parent="Scroller/DockFrame/Updates/ContainerFrame/HFrame/Updating"]
unique_name_in_owner = true
visible = false
custom_minimum_size = Vector2(200, 30)
layout_mode = 2
theme = SubResource("Theme_sqmbs")
step = 1.0
rounded = true
metadata/_edit_lock_ = true
[node name="InstallButton" type="Button" parent="Scroller/DockFrame/Updates/ContainerFrame/HFrame/Updating"]
unique_name_in_owner = true
visible = false
layout_mode = 2
text = "Install"
metadata/_edit_lock_ = true
[node name="UpdateButton" type="Button" parent="Scroller/DockFrame/Updates/ContainerFrame/HFrame/Updating"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 8
disabled = true
text = "Up-to-date"
metadata/_edit_lock_ = true
[node name="CancelButton" type="Button" parent="Scroller/DockFrame/Updates/ContainerFrame/HFrame/Updating"]
unique_name_in_owner = true
visible = false
layout_mode = 2
text = "Cancel"
metadata/_edit_lock_ = true
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After

Width:  |  Height:  |  Size: 1.6 KiB

@@ -0,0 +1,43 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dhn3vkdxvetbn"
path="res://.godot/imported/steam.svg-1c1b1c87b286630e8735047e7af015ac.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/godotsteam/editor/ui/steam.svg"
dest_files=["res://.godot/imported/steam.svg-1c1b1c87b286630e8735047e7af015ac.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false
+186
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@tool
extends MarginContainer
###
# Super-huge thanks to Nathan Hoad and Marcus Skov for ideas and inspiration on how to create a
# plug-in updater.
###
const TEMP_FILE = "user://update.zip"
const VERSION_URL: StringName = "https://godotengine.org/asset-library/api/asset/2445"
var download_location: String = ""
var downloading_update: bool = false
# This will act as both our version checker and update downloader
var http_request: HTTPRequest = null
var is_actively_downloading: bool = false
var new_version: String = ""
@onready var cancel_button: Button = %CancelButton
@onready var downloading: ProgressBar = %Downloading
@onready var install_button: Button = %InstallButton
@onready var installed_label: Label = %InstalledLabel
@onready var update_label: Label = %UpdateLabel
@onready var update_button: Button = %UpdateButton
func _ready() -> void:
connect_signals()
set_defaults()
check_for_updates()
func _process(delta: float) -> void:
if is_actively_downloading:
downloading.value = http_request.get_downloaded_bytes() * 100 / http_request.get_body_size()
#region Setup
func set_defaults() -> void:
downloading.value = 0
installed_label.text = "Installed version %s" % Steam.get_godotsteam_version()
update_button.text = "Up-to-date"
update_button.disabled = true
update_label.text = ""
updating_visibility(false, false, false, true)
#endregion
#region Signals
func connect_signals() -> void:
cancel_button.pressed.connect(_on_cancel_pressed)
install_button.pressed.connect(_on_install_pressed)
update_button.pressed.connect(_on_update_pressed)
#endregion
#region Checking for updates
func check_for_updates() -> void:
if not ProjectSettings.get_setting("steam/updates/godotsteam/check_for_updates"):
return
http_request = HTTPRequest.new()
add_child(http_request)
http_request.request_completed.connect(_on_http_request_completed)
if http_request.request(VERSION_URL) != OK:
printerr("Failed to request GodotSteam plug-in remote current version")
func _on_http_request_completed(result: int, _response_code: int, _headers: PackedStringArray, body: PackedByteArray) -> void:
http_request.request_completed.disconnect(_on_http_request_completed)
http_request.queue_free()
if result != HTTPRequest.RESULT_SUCCESS:
return
var response = JSON.parse_string(body.get_string_from_utf8())
if response == null:
return
download_location = response.download_url
new_version = response.version_string
if convert_version(new_version) > convert_version(Steam.get_godotsteam_version()):
print("New GodotSteam version %s available" % new_version)
update_label.text = "New version %s" % new_version
update_button.text = "Download"
update_button.disabled = false
#endregion
#region Updating versions
func _on_cancel_pressed() -> void:
updating_visibility(false, false, false, true)
if is_actively_downloading:
http_request.cancel_request()
http_request.queue_free()
is_actively_downloading = false
update_label.text = "Canceling %s plug-in update download" % new_version
else:
DirAccess.remove_absolute(TEMP_FILE)
update_label.text = "Canceling %s plug-in update and deleting temporary files" % new_version
update_button.text = "Download"
update_button.disabled = false
update_label.text = "New version %s" % new_version
func _on_install_pressed() -> void:
print("Removing older GodotSteam %s plug-in" % Steam.get_godotsteam_version())
OS.move_to_trash(ProjectSettings.globalize_path("res://addons/godotsteam"))
update_button.text = "Unpacking"
print("Unpacking new %s plug-in" % new_version)
var zip_reader: ZIPReader = ZIPReader.new()
zip_reader.open(TEMP_FILE)
var files: PackedStringArray = zip_reader.get_files()
var base_path := files[1]
# Remove archive folder
files.remove_at(0)
# Remove assets folder
files.remove_at(0)
for path in files:
var new_file_path: String = path.replace(base_path, "")
if path.ends_with("/"):
DirAccess.make_dir_recursive_absolute("res://addons/%s" % new_file_path)
else:
var file: FileAccess = FileAccess.open("res://addons/%s" % new_file_path, FileAccess.WRITE)
file.store_buffer(zip_reader.read_file(path))
zip_reader.close()
restart_post_update()
func _on_update_pressed() -> void:
is_actively_downloading = true
update_label.text = "Downloading %s plug-in update, please wait" % new_version
updating_visibility(true, true, false, false)
http_request = HTTPRequest.new()
add_child(http_request)
http_request.request_completed.connect(_on_download_request_completed)
if http_request.request(download_location) != OK:
printerr("Failed to request %s plug-in update download" % new_version)
is_actively_downloading = false
update_button.text = "Failed"
update_button.disabled = false
return
func _on_download_request_completed(result: int, _response_code: int, _headers: PackedStringArray, body: PackedByteArray) -> void:
http_request.request_completed.disconnect(_on_download_request_completed)
http_request.queue_free()
is_actively_downloading = false
updating_visibility(true, false, true, false)
if result != HTTPRequest.RESULT_SUCCESS:
printerr("Failed to download new GodotSteam version %s" % result)
update_button.disabled = false
return
update_label.text = "Update downloaded, ready to install %s" % new_version
var zip_file: FileAccess = FileAccess.open(TEMP_FILE, FileAccess.WRITE)
zip_file.store_buffer(body)
zip_file.close()
func restart_post_update() -> void:
update_button.text = "Restarting"
update_label.text = "Updated to version %s, restarting the editor" % new_version
DirAccess.remove_absolute(TEMP_FILE)
EditorInterface.restart_editor(true)
#endregion
#region Helpers
func convert_version(version_string: String) -> int:
return int(version_string.replace(".", "").rpad(4, "0"))
func updating_visibility(cancel: bool, download: bool, install: bool, update: bool) -> void:
cancel_button.visible = cancel
downloading.visible = download
install_button.visible = install
update_button.visible = update
#endregion
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uid://b4nvgu7h84u53
+28
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[configuration]
entry_symbol = "godotsteam_init"
compatibility_minimum = "4.4"
[libraries]
android.debug.arm64 = "res://addons/godotsteam/androidarm64/libgodotsteam.android.template_debug.arm64.so"
android.release.arm64 = "res://addons/godotsteam/androidarm64/libgodotsteam.android.template_release.arm64.so"
linux.debug.arm64 = "res://addons/godotsteam/linuxarm64/libgodotsteam.linux.template_debug.arm64.so"
linux.debug.x86_64 = "res://addons/godotsteam/linux64/libgodotsteam.linux.template_debug.x86_64.so"
linux.debug.x86_32 = "res://addons/godotsteam/linux32/libgodotsteam.linux.template_debug.x86_32.so"
linux.release.arm64 = "res://addons/godotsteam/linuxarm64/libgodotsteam.linux.template_release.arm64.so"
linux.release.x86_64 = "res://addons/godotsteam/linux64/libgodotsteam.linux.template_release.x86_64.so"
linux.release.x86_32 = "res://addons/godotsteam/linux32/libgodotsteam.linux.template_release.x86_32.so"
macos.debug = "res://addons/godotsteam/osx/libgodotsteam.macos.template_debug.universal.dylib"
macos.release = "res://addons/godotsteam/osx/libgodotsteam.macos.template_release.universal.dylib"
windows.debug.x86_64 = "res://addons/godotsteam/win64/libgodotsteam.windows.template_debug.x86_64.dll"
windows.debug.x86_32 = "res://addons/godotsteam/win32/libgodotsteam.windows.template_debug.x86_32.dll"
windows.release.x86_64 = "res://addons/godotsteam/win64/libgodotsteam.windows.template_release.x86_64.dll"
windows.release.x86_32 = "res://addons/godotsteam/win32/libgodotsteam.windows.template_release.x86_32.dll"
[dependencies]
android.arm64 = { "res://addons/godotsteam/androidarm64/libsteam_api.so": "" }
linux.arm64 = { "res://addons/godotsteam/linuxarm64/libsteam_api.so": "" }
linux.x86_64 = { "res://addons/godotsteam/linux64/libsteam_api.so": "" }
linux.x86_32 = { "res://addons/godotsteam/linux32/libsteam_api.so": "" }
macos.universal = { "res://addons/godotsteam/osx/libsteam_api.dylib": "" }
windows.x86_64 = { "res://addons/godotsteam/win64/steam_api64.dll": "" }
windows.x86_32 = { "res://addons/godotsteam/win32/steam_api.dll": "" }
@@ -0,0 +1 @@
uid://b1qaaed6sd88g
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@tool
class_name GodotSteamPlugin
extends EditorPlugin
const EDITOR_PANEL = preload("uid://cyniebd6yahu5")
static var dock_frame
var link_changelog: String = "[url=https://godotsteam.com/changelog/gdextension/]changelog[/url]"
var link_website: String = "[url=https://godotsteam.com]website[/url]"
var steamworks_dock: Control
## Used specifically to add/remove additional dock content
static func get_dock_frame() -> Control:
return dock_frame
func _enable_plugin() -> void:
print("GodotSteam GDExtension updater functionality enabled")
func _disable_plugin() -> void:
print("GodotSteam GDEXtension updater functionality disabled")
func _enter_tree() -> void:
print_rich("GodotSteam v%s | %s | %s" % [Steam.get_godotsteam_version(), link_website, link_changelog])
add_project_settings()
add_steamworks_dock()
func _exit_tree() -> void:
remove_steamworks_dock()
func _make_visible(visible) -> void:
if steamworks_dock:
steamworks_dock.set_visible(visible)
#region Add and remove things
func add_project_settings() -> void:
# Used for the Updater looking for redist files and SteamCMD
if not ProjectSettings.has_setting("steam/updates/godotsteam/check_for_updates"):
ProjectSettings.set_setting("steam/updates/godotsteam/check_for_updates", true)
ProjectSettings.add_property_info({
"name": "steam/updates/godotsteam/check_for_updates",
"type": TYPE_BOOL
})
ProjectSettings.set_initial_value("steam/updates/godotsteam/check_for_updates", true)
ProjectSettings.set_as_basic("steam/updates/godotsteam/check_for_updates", true)
# Which channel of updates to pull from
# Sponsors repo should require the user to have access to that repository already
# In theory, they can connect via SSH?
if not ProjectSettings.has_setting("steam/updates/godotsteam/update_channel"):
ProjectSettings.set_setting("steam/updates/godotsteam/update_channel", 0)
ProjectSettings.add_property_info({
"name": "steam/updates/godotsteam/update_channel",
"type": TYPE_INT,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "Community, Sponsors"
})
ProjectSettings.set_initial_value("steam/updates/godotsteam/update_channel", 0)
ProjectSettings.set_as_basic("steam/updates/godotsteam/update_channel", true)
func add_steamworks_dock() -> void:
steamworks_dock = EDITOR_PANEL.instantiate()
# This will be used when 4.4.x is deprecated
#add_control_to_dock(DockSlot.DOCK_SLOT_BOTTOM, steamworks_dock)
# This is deprecated as of 4.6; when it is removed then 4.4.x will be deprecated for GodotSteam
add_control_to_bottom_panel(steamworks_dock, "Steamworks")
dock_frame = steamworks_dock
func remove_steamworks_dock() -> void:
# This will be used when 4.4.x is deprecated
#remove_control_from_docks(steamworks_dock)
# This is deprecated as of 4.6; when it is removed then 4.4.x will be deprecated for GodotSteam
remove_control_from_bottom_panel(steamworks_dock)
# This may be causing crashes for some people and is unnecessary with the call above
# steamworks_dock.queue_free()
steamworks_dock = null
dock_frame = null
#endregion
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uid://btts11rgropcp
+21
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MIT License
Copyright (c) 2015-Current | GP Garcia, Chris Ridenour, and Contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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[plugin]
name="GodotSteam GDExtension Updater"
description="An updater for GodotSteam GDExtension. This is not required to use Steamworks functionality, just updating the plug-in."
author="Gramps Garcia, GodotSteam"
version="4.22"
script="godotsteam_plugin.gd"
+85
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# GodotSteam for GDExtension | Community Edition
An ecosystem of tools for [Godot Engine](https://godotengine.org) and [Valve's Steam](https://store.steampowered.com). For the Windows, Linux, and Mac platforms.
Additional Flavors
---
Standard Module | Standard Plug-ins | Server Module | Server Plug-ins | Tools | Examples
--- | --- | --- | --- | --- | ---
[Godot 2.x](https://codeberg.org/godotsteam/godotsteam/src/branch/godot2) | [GDNative](https://codeberg.org/godotsteam/godotsteam/src/branch/gdnative) | [Server 3.x](https://codeberg.org/godotsteam/godotsteam-server/src/branch/godot3) | [GDNative](https://codeberg.org/godotsteam/godotsteam-server/src/branch/gdnative) | [GodotSteamKit](https://godotsteam.com/projects/godotsteamkit) | [Skillet](https://codeberg.org/godotsteam/skillet)
[Godot 3.x](https://codeberg.org/godotsteam/godotsteam/src/branch/godot3) | [GDExtension](https://codeberg.org/godotsteam/godotsteam/src/branch/gdextension) | [Server 4.x](https://codeberg.org/godotsteam/godotsteam-server/src/branch/godot4) | [GDExtension](https://codeberg.org/godotsteam/godotsteam-server/src/branch/gdextension) | --- | [Skillet UGC Editor](https://codeberg.org/godotsteam/skillet/src/branch/ugc_editor)
[Godot 4.x](https://codeberg.org/godotsteam/godotsteam/src/branch/godot4) | --- | --- | --- | --- | ---
[MultiplayerPeer](https://codeberg.org/godotsteam/multiplayerpeer)| --- | --- | --- | --- | ---
Documentation
---
[Documentation is available here](https://godotsteam.com). You can also check out the Search Help section inside Godot Engine. [To start, try checking out our tutorial on initializing Steam.](https://godotsteam.com/tutorials/initializing/) There are additional tutorials, with more in the works. You can also [check out additional Godot and Steam related videos, text, additional tools, plug-ins, etc. here.](https://godotsteam.com/resources/external/)
Feel free to chat with us about GodotSteam or ask for assistance on the [Stoat server](https://stt.gg/9DxQ3Dcd) or [IRC on Libera Chat](irc://irc.libera.chat/#godotsteam).
Donate
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Pull-requests are the best way to help the project out but you can also donate through [Github Sponsors](https://github.com/sponsors/Gramps) or [LiberaPay](https://liberapay.com/godotsteam/donate)! [You can read more about donor perks here.](https://godotsteam.com/contribute/donations/) [You can also view all our awesome donors here.](https://godotsteam.com/contribute/donors/)
Current Build
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You can [download pre-compiled versions of this repo here](https://codeberg.org/godotsteam/godotsteam/releases).
**Version 4.22 Changes**
- Added: pre-commit static checks, ***thanks to fales***
- Changed: merged GDExtension branch into Godot 4, ***thanks to fales***
- Changed: improvements to the build system, ***thanks to fales***
- Changed: revised small bits of code
- Removed: automatic API fix for Windows as it will not run due to failing to load
[You can read more change-logs here](https://godotsteam.com/changelog/godot4/).
Compatibility
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While rare, sometimes Steamworks SDK updates will break compatibility with older GodotSteam versions. Any compatibility breaks are noted below. Newer API files (dll, so, dylib) _should_ still work for older versions.
Steamworks SDK Version | GodotSteam Version
---|---
1.65 | 4.21 or newer
1.63 to 1.64 | 4.17 to 4.20.1
1.62 | 4.14 to 4.16.2
1.61 | 4.12 to 4.13
1.60 | 4.6 to 4.11
1.59 | 4.6 to 4.8
1.58a or older | 4.5.4 or older
Versions of GodotSteam that have compatibility breaks introduced.
GodotSteam Version | Broken Compatibility
---|---
4.8 | Networking identity system removed, replaced with Steam IDs
4.9 | sendMessages returns an Array
4.11 | setLeaderboardDetailsMax removed
4.13 | getItemDefinitionProperty return a dictionary, html_needs_paint key 'bgra' changed to 'rbga'
4.14 | Removed first argument for stat request in steamInit and steamInitEx, steamInit returns intended bool value
4.16 | Variety of small break points, refer to [4.16 changelog for details](https://godotsteam.com/changelog/godot4/#version-416)
4.17 | Windows projects using Steam SDK 1.63 are meant to work with Proton 11 or Experimental on Linux / Steam Deck.
4.19 | Lots of changes to Voice functions, refer to [4.19 changelog for details](https://godotsteam.com/changelog/godot4/#version-419)
4.20 | Godot 4.7 changed callable_method_pointer.h to callable_mp.h which will break backwards compatibility
4.21 | ControllerPad enum changed to SteamControllerPad enum, SendMessages added new parameter
Known Issues
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- Steam Overlay ***may not*** work when running your game from Godot but the exported project should work perfectly fine in the Steam client. [Read more.](https://godotsteam.com/issues/common_issues/#steam-overlay)
- If using the Steam version of Godot on Windows, you may need to manually update Godot's steam_api64.dll or steam_api.dll with GodotSteam's version as it is sometimes outdated and may cause the plug-in to fail to load. [Read more.](https://godotsteam.com/issues/windows_issues/#failure-to-load-steam-version)
No LLM Policy / No "AI" Policy
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No LLMs are allowed to be used for issues, patches, or pull-requests. They will be closed or rejected and the submitter may be blocked from future submissions.
License
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MIT license
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