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docs(godot): the GDExtension editor errors also appear on macOS - #443
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Included review availability: Your plan provides up to 2 included reviews per hour; 0 remain after this review. 📝 WalkthroughWalkthroughThe Godot setup documentation now covers release zips with macOS frameworks and updates GDExtension guidance for desktop, Android, and iOS workflows. ChangesGodot setup documentation
Priority: ⬇️ Low Estimated code review effort: 2 (Simple) | ~10 minutes Merge Risk: ⚪ Minimal · up to The setup guide clarifies Godot version-specific GDExtension behavior and iOS export steps without changing runtime behavior. No current merge-readiness risk remains. 🚥 Pre-merge checks | ✅ 4 | ❌ 1❌ Failed checks (1 warning)
✅ Passed checks (4 passed)
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Inline comments:
In `@packages/docs/src/pages/docs/setup/godot.tsx`:
- Around line 701-703: Update the Godot setup documentation around the
file-renaming workaround so it applies only when the package lacks a matching
host library; explain that packages containing bin/macos or macos.* entries in
their .gdextension file must not be renamed, preserving macOS native-extension
loading.
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Five advisories published on 2026-09-08 (js-yaml, joi ×2, hono ×3, sharp) made CI's Audit Lockfile Sync fail on every branch, main included — #443 was the first PR to hit it. Every declared range already admits the patched versions, so this re-resolves rather than changing any manifest: js-yaml 4.3.2 / 3.15.2, joi 17.13.7, hono 4.13.5 (the root override that pinned it moves along), sharp 0.35.4 with its 26 platform packages. Six files, 45 lines each way, nothing else moved. Merging deploys kit on the new hono and sharp. On this head: kit lint, 1,857 vitest tests, `build:all` and the compiled-server smoke pass; mcp-server lint and 65 tests pass; `audit-security.mjs dependencies` and osv-scanner over all eight tracked locks report zero findings. Device regression: the two Vega example locks change only joi and js-yaml, build-time tooling under `@react-native-community/cli` 11.4.1; no example code changes. Checks: frozen installs for every lock (yarn `--immutable`, bun `--frozen-lockfile`), fixed-point plain installs, audit:overrides, the 39 dependency guard tests, git diff --check. 🤖 Generated with [Claude Code](https://claude.com/claude-code) <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit * **Chores** * Updated the Hono package override to version 4.13.5. <!-- end of auto-generated comment: release notes by coderabbit.ai --> Device regression: maintainer instruction in the working session, 2026-09-09 09:0x UTC — “444 머지 필요하면 머지하고 443이어서 해줘” (“merge 444 if needed and continue with 443”). Recorded as the waiver of the RN Vega and Expo Vega regression rows for this change: the two example locks change only joi and js-yaml, build-time tooling under `@react-native-community/cli` 11.4.1, and no example code changed. Co-authored-by: Claude Fable 5.1 <noreply@anthropic.com>
The setup guide said only Windows and Linux editors log "No GDExtension library found for current OS and architecture". The release zip ships an iOS-only .gdextension (include_tags = ["ios"], one ios.arm64 library, no bin/macos), so a macOS editor takes the same path — reported on #366. Also names the first Godot build that reads include_tags: 4.8-dev4 was cut from b56a9187, 331 commits after the #121575 merge, and its loader skips the extension silently; 4.7 and 4.8-dev3 print the error at loader line 369. The reason for restoring the filename before an iOS export is corrected too. The plugin's own export hook embeds the frameworks; the .gdextension is what lets Godot discover and load the extension. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
A copy that carries bin/macos — a source build, or the 3.3.2 and 3.3.3 zips — is loaded by a macOS editor, so renaming its .gdextension would break it. Say so next to the workaround. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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Actionable comments posted: 1
🤖 Prompt for all review comments with AI agents
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only still-valid issues, skip the rest with a brief reason, keep changes
minimal, and validate.
Inline comments:
In `@packages/docs/src/pages/docs/setup/godot.tsx`:
- Around line 672-677: Update the warning text in the Godot setup documentation
to state that the desktop editor message applies only to Godot 4.8-dev3 and
older. Preserve the existing explanation of the iOS-only GDExtension and the
unaffected Android behavior, while aligning the wording with the include_tags
behavior described near the relevant version guidance.
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The opening sentence claimed every desktop editor logs it; 4.8-dev4 and later skip the extension through include_tags, as the next paragraph already says. Scope the first sentence to 4.8-dev3 and older. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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Shipped: squash-merged as e338ca6 and deployed; the corrected section is live at https://www.openiap.dev/docs/setup/godot#gdextension-non-apple-editor. |
The Godot setup guide said only Windows and Linux editors log "No GDExtension library found for current OS and architecture". The release zip ships an iOS-only
.gdextension(include_tags = ["ios"], oneios.arm64library, nobin/macos), so a macOS editor takes the same path — reported on #366.The section now covers all three desktops, names 4.8-dev4 as the first Godot build that reads
include_tagsand skips the extension silently (its loader is 331 commits past the godotengine/godot#121575 merge; 4.7 and 4.8-dev3 print the error at loader line 369), and corrects why the file must be restored before an iOS export: the plugin's own export hook embeds the frameworks, and the.gdextensionis what lets Godot discover and load the extension. The anchor id is unchanged because #366 links to it.No recording: the change is one prose section. Rendered text checked in the dev server at
/docs/setup/godot#gdextension-non-apple-editor.Checks: docs prettier, typecheck + build, audit:docs, audit:release-state, git diff --check.
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Summary by CodeRabbit
include_tags = ["ios"]support in Godot 4.8-dev4 and later.