I have forgotten everything I learned about godot
Fiddler. Game developer. Desert Bus Stage Friend. Possible shark.
Former dev at Codename Ent., TinyMob Games, Inlight Ent. and more
I have forgotten everything I learned about godot
upside of open source projects: you can run a fork with a fix for an issue before that fix makes its way to prod
downside: the things you need to do this for are stupid
anyways I'm running a fork of godot now because C# generic classes break the whole thing apparently? "first class support for the .NET platform" my ass
all of godot's bespoke file formats (scene, tileset, etc) use absolute paths for referencing other files so you can't move things around without either using the editor or manually changing every file that references it.
this also means that if you want to re-use a file in multiple projects you either have to have the exact same project structure or be willing to manually edit every file you're bringing over
this also means that moving any individual file in godot is O(n) where n is the number of files in your project
all of godot's bespoke file formats (scene, tileset, etc) use absolute paths for referencing other files so you can't move things around without either using the editor or manually changing every file that references it.
this also means that if you want to re-use a file in multiple projects you either have to have the exact same project structure or be willing to manually edit every file you're bringing over