A GDExtension to use GodotSteam without compiling Godot for Godot 4 and latest
download the compiled binaries, extract them and just place the gdsteam folder in the res://addons folder before opening godot that means open godot to initialize project and close it, then place this "gdsteam" folder it should automatically work on start
just make sure you link steam_api correctly, and after compiling place the steam_api dll file beside the compiled output
run 'scons' for default debug build
run 'scons target=release' for release build
NOTE: current SConstruct is written only for windows
your output should be in output/gdsteam
copy the gdsteam folder to the project's res://addons/
start godot, hopefully should work
For Other OS modify SConstruct as you need
you can follow exactly godotsteam documentation, this is just a wrapper for it. https://gramps.github.io/GodotSteam/
I couldn't find ipaddress class within gdextension files, maybe it doesn't have one yet? So I copied that class from godot source code
1: GodotSteam depends on core libraries, but gdextension doesn't support all core libraries
2: GDExtension doesn't seem to support uint8 or uint16, so when generating bindings throws errors, so I replaced all of them uint32, and type casted. I would like to automate this, then we can have GodotSteam as submodule. That means this is a copy of GodotSteam src but modified, so I can't straight up rely on GodotSteam, every time it updates, we have to update this.
This is just to keep up with rapid development of godot 4, that means this may not support all features of godotsteam, this is just a substitute till actual godotsteam catches up with the latest godot build, so you can work without waiting for godotsteam official build, and maybe godotsteam itself might become a gdextension in future
since the api is exactly same you won't get any trouble switching.
try to keep only one debug or release dll, and delete the other one, sometimes having them both release and debug files can cause issues