It's often not worth keeping up with engines unless there's specific features you'll need.
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... How about a total revamp and expansion and improvement of the IK system in 4.6?
Also, 4.7 will probably be finalized within 6 weeks, at the rate they're going.
Also also, I'm fairly sure the jump from 4.5 to 4.6 didn't like, break anything.
There's new stuff, and then if its meant to replace old stuff, the old stuff is still there, just tells you its deprecated now, depending on your console/warn settings.
True. In hindsight, I probably could have stuck with 4.4, too.
Yeah, otherwise development might take forever...
Don't nuke your codebase chasing engine updates.
It can be a real fight to upgrade. Why duke it out with the code when you don't need to?
Exactly. Especially since games only rarely get updates for several years.
Unless there's a specific thing you need in the newer versions, there's no point upgrading. Use the framework you started with. Make your next project with the new framework.
Kinda wish they had an LTS version
I’d switch to flake provisioning with Continuous Integration. A machine/runner on a cron would do CI on the latest flake update (latest Godot build) while I work, collecting issues as they arise (cachix is crucial for easing build times).
That way, when I switch to the newest version, I’ll have a clear picture of:
- The amount of technical debt I’ve built up
- That everything is completely predictable.
Idk, i think it's much more effective to spriongle the dinglang with a sminkinant, of course you'll want to use excelsior to provision the brumgle for maximum convenience.
Sounds like overkill for a game project, but I'll consider it for my plugin project (even though it's meant mainly for greenfield projects so my current support plan is "only latest release and maybe the one before it if someone actually asks")
or just, you know, don't update unless you need to
I know we take forever with projects but there really isn't a reason to upgrade once you're well on your way right?
It’s a challenge to keep up with the latest for sure (maybe even impossible for some) but let’s not pretend that the latest version isn’t almost always objectively superior and we just tell ourselves that we don’t need it because of the endless technical debt staying up to date presents.
For a game engine, the reasons could be
- a better engine
- optimizations
- making complex functionality suddenly a one-liner
- less bugs