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Updating an installed setup to newer godot versions (godot‐roguelite & custom template)

PixelRain edited this page Aug 15, 2024 · 13 revisions

Eventually it may occur that godot updates, (roguelite should soon after, but if it doesn't, you can PR an update yourself).

In such cases you will have to update your local copy of godot-roguelite (if you pulled commits that update the godot version) or custom templated setup.

This procedure should allow you to cleanly stay up to date on your side (pulling the new godot-roguelite commits alone may be insufficient to get your setup fully working properly on a newer godot version):

  1. Open .gitmodules and change/make sure that the godot-cpp & godot-engine branch versions point to the new godot version.
  2. (may already be applied in godot-roguelite) Go to the extern\godot-engine and extern\godot-cpp module url paths, which should be where their submodules where generated, and run for each directory (you can use gitbash to run git commands in each directory or just change directory in a console):
    1. git checkout master
    2. git pull
    3. git checkout <NewBranchForVersionNumber> eg: git checkout 4.2
    4. git pull
  3. (may already be applied in godot-roguelite) Update compatibility-minimum to the new godot version in .gdextension
  4. Remove all contents in extern\godot-engine\bin, make sure they regenerate after step 5 since you need the compiled engine in that folder to be updated if you wish to continue opening it in debug mode from editor straight from visual studio (thanks to \.vs\launch.vs.json).
  5. In visual studio community: Project > Delete cache and reconfigure
  6. In visual studio community: Build > Build gdextension
  7. Open the godot project once with the new godot engine editor. You can do this manually opening godot or just running the visual studio community debugger in (editor) mode.