-
Notifications
You must be signed in to change notification settings - Fork 0
Move godot4 branch into master #15
Comments
Also maybe detach a fork and move into own repo? |
Nah, I'm not going to step in as a maintainer for that, and without that there is no reason keep this as a fork. |
I wish there was a way to contact godot-d account maintainer, coz in godot-d repo issues are certainly not watched |
Still, how about reorganising branches? |
gd4 is from original repo, not sure if I can delete it here. (edit: I can) before moving godot4 branch into a master I need to google up if it can mess something when there is similar branch changes in original repo or something. |
Well, I just did that and I think it might screw some fork syncing |
I might offer a solution, as which: I could create new org and step in as maintainer, plus I'd make you member so you could maintain it in free time |
Reasoning in that is tbh quite simple |
Let's returns to that topic in 2 weeks. But before you start, do you really need godot-d? So, it is cool and all but simply unrealistic for me to finish anything but smallest games, but after many failures with different teams I completely lost interest in that. As for the free time, it took me a whole year to update it into something meaningful, while the real effort was only like somewhere between 200-300 hours. |
Honestly, yes. I do need it. I really had enough of c# and it doesn't feel good on large scale. It's sole purpose is being MS attempt of getting Java's pie. And GDScript's syntax feels so alien to me I physically can't code with it for more then fixing someone's plugins
imho I don't mind it being like that. Godot's features are perfect for me aside couple of hurdles and some editor stuff. I'm not aiming at AAA type of games and just want to have my nice lang work with my nice game engine
I get that. Been there
I'm absolutely not in rush and I actually spend most of my time coding, might as well code something usefull I was actually just too afraid to jump into godot-d coz it was a mess of a project, I wasn't able to even set up a minimal project with that and all in all seeing that it's still alive by your efforts lighted up fire in me once more |
Well, if you'd want to jump in then I made project here |
I think I could just transfer ownership of this repo to keep already opened issues and comments. upd: so it looks like I can simply join your organization, and transfer all issues instead as described here |
Sounds good, I believe I've already invited you. Gonna send another one tho |
Ok, joined. |
Should be done now. |
Yeah, but it seems I should transfer it to you or organization first. |
Done. I have already transfered first issue, the rest is up to you. I suggest keep this fork here so people can find out what is happening, just update readme with explanations and directions to look for a new repo. (edit) The good thing is that it seems links does gets redirected into this organization repo and everything still works. yay \0/ From now I will go silent for few days. |
Im interested to help out in any way possible :O --likewise I dislike C# and the support for it in godot adds bloat as big as the engine itself lol. I would argue I, as well as a good few friends NEED godot with D support... Rust isnt any fun, and C/C++ doesnt come with any quality of life when coding in it... D gives us the power AND a fun time coding. I have a project I've been trying to rework into godot as it solves alot of issues I had when trying to make it in C# initially (before I abandoned that trainwreck of a lang) which does emulator/modding stuff and would attract more users to DLang and Godot in general. |
It's more of a proposal, but maybe it'll be better to move master into godot3, godot4 into master and remove gd4 & releases, since currently project is being worked with intent of porting to godot 4, it'd make more sense
The text was updated successfully, but these errors were encountered: