godot-proposals
semver
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godot-proposals | semver | |
---|---|---|
610 | 720 | |
1,024 | 7,008 | |
1.8% | 1.1% | |
2.7 | 2.3 | |
6 months ago | 3 months ago | |
MIT License | - |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
godot-proposals
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Show HN: My wife and I made a maze game
Godot was fine, for the most part, it's a good engine for small games. The main issue was around working together and resolving conflicts with git (Godot isn't really working and constantly kept changing IDs in resource files), and it kept losing data in scenes when the code changed so we had to rebuild things several times. On previous test games we also ran into huge performance issues in the editor when we wanted to do too much work in scenes, so we had to switch to doing most of the work in code.
The worst part was when I had to rip out a bunch of testing code that used @tool for release as it seemed to cause issues when doing a release build. The engine is generally not great when you want to follow clean software engineering (e.g. dependency injection is not possible, I opened a proposal to that end here[1]).
[1]: https://github.com/godotengine/godot-proposals/issues/8850
- Dev snapshot: Godot 4.3 dev 3
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How to make thick object disappear while passing through thin one?
If we had a Mask2D, this would be super easy and straight forward.
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How to use line2D as a mask texture?
So if that's what OP meant, clip_children property won't work. Instead OP needs to use a CanvasGroup parent and the Line2D (with CanvasItem Material in Subtract mode) and TextureRect as siblings, or any of the other methods explained here until we have a Mask2D node.
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New Running And Debugging System for Android And Ios &gui apps
There is an open proposal to have a compile option for a LibGodot, as a Library https://github.com/godotengine/godot-proposals/issues/6267
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What IDE has the best support for GdScript?
Yes, there could be the option to open at least 2 tabs at the same time, when working with scripts. This has probably already been suggested in: https://github.com/godotengine/godot-proposals
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How to fix the jittery pixel in my game?
I cannot tell exactly where the jitter is from the video, but if it is what I'm thinking of, it is a known issue, see here. There is a proposal to fix this, with tons of discussion here. Try some of the workarounds mentioned in these two links. Game looks great by the way!
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4.2 did Ctrl + K change or is this a bug?
It's in the release notes. Here is a link to the pull request, based on this proposal.
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How do I view the scene in runtime?
Currently not possible: https://github.com/godotengine/godot-proposals/issues/7213
- Made a proposal for clone a key in AnimationPlayer
semver
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Master the Art of Writing and Launching Your Own Modern JavaScript and Typescript Library in 2024
Following the Semantic Versioning rules, you should raise the version number every time you need to publish your library. In your "package.json" file, you need to change the version number to reflect whether the changes are major, minor, or patch updates.
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Using semantic-release to automate releases and changelogs
Semantic Versioning: An established convention for version numbers following the pattern MAJOR.MINOR.PATCH
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Essential Command Line Tools for Developers
Increases the major of the latest tag and prints it As per the Semver spec, it'll also clear the pre-release…
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Testing Our Tasks
The reason for this is that software libraries and package managers, in general, but specifically here, rely on semantic versioning. Semantic versioning is really useful for distributing packages in a predictable way. What does this look like for our project?
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What is Semantic Versioning and why you should use it for your software ?
For a more detailed and comprehensive guide on semantic versioning, visit https://semver.org
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Neovim v0.9.5 Released
I believe neovim follows semantic versioning. https://semver.org/
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Semver 2.0.0 Released
Semver has been 2.0.0 for 10 years, look at the date of the assets. Multiple releases created today where none existed before. Not sure why someone is creating releases now, perhaps just some housekeeping/cleanup.
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First purchase advice
All ELRS hardware will talk to all other ELRS hardware, including Radiomaster's ELRS transmitters and receivers. There are one or two exceptions from scummy companies that have been pilloried by the community, and you probably won't find them anymore. So long as the ELRS firmware running on both devices has the same major version number, you're good to go. ie. 3.3.1 will still talk to 3.0.1, but won't talk to 2.0.0. (The "major version" is the 1st number, the "minor version" is the 2nd number, and the "patch version" is the 3rd number. See Semantic Versioning for more info.)
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fkYAML v0.3.0: Support non-string-scalar nodes as mapping keys
If you're using semver, read the spec it's not overly long or hard to understand.
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Immich will have breaking changes (again) in the next release
Semantic versioning actually has a clear rule about this:
What are some alternatives?
o3de - Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
react-native - A framework for building native applications using React
godex - Godex is a Godot Engine ECS library.
semantic-release - :package::rocket: Fully automated version management and package publishing
Godot - Godot Engine – Multi-platform 2D and 3D game engine
standard-version - :trophy: Automate versioning and CHANGELOG generation, with semver.org and conventionalcommits.org
Godot-Mixing-Desk - A complete audio solution for Godot 3.3.x, making procedural sound and adaptive/procedural music possible with a few nodes and a couple lines of code.
changesets - 🦋 A way to manage your versioning and changelogs with a focus on monorepos
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
helmfile - Deploy Kubernetes Helm Charts
openseeface-gd - A GUI for running OpenSeeFace.
Poetry - Python packaging and dependency management made easy