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Improve versioning of target Godot version to support a range #156

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akien-mga opened this issue Aug 20, 2018 · 2 comments
Open

Improve versioning of target Godot version to support a range #156

akien-mga opened this issue Aug 20, 2018 · 2 comments

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@akien-mga
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Currently when you submit a new asset, you had to select the target Godot version from:
screenshot_20180820_143054

This is insufficient because:

  • You don't know if selecting 3.0 means that it will work with 3.0.4 (AFAIK it does, but it's not clear)
  • You don't know if selecting 3.0 means that it won't be available on 3.1 (AFAIK it's still available on 3.1, as I still see assets in my build from the master branch, but it's not clear either)
  • If you want to target the next stable version, you have to wait for it to be added (Add Godot 3.1 as valid version for asset edits #155)

Ideally there should be a way to specify that an asset has a minimum supported version (e.g. 3.0.2), and a maximum supported branch (e.g. 3.0.x, or 3.x - while keeping the >= 3.0.2 requirement). As well as an option for "any version above min requirement", if there aren't any known compatibility breakages in current Godot version (with possibility in a later edit to restrict this max to e.g. 3.x if it happens that 4.0 is not compatible).

Ref #100.

@akien-mga akien-mga added this to the 1.0 milestone Aug 20, 2018
bojidar-bg added a commit that referenced this issue Aug 21, 2018
Closes #128, closes #155, partly addresses #156, mostly closes #154
@Zylann
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Zylann commented Nov 15, 2018

Another problem I foresee is that with the incoming Godot 3.1, I will have to upgrade one of my plugins to exploit features only found in 3.1... which means I either have to painstakenly multiply code paths in the plugin to support both versions (which may not always be possible since it may involve complete rewrite of some areas), or I have to upload the addon a second time with some [3.1] and [3.0] prefixes in the name?

@bojidar-bg
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@Zylann I think #143 will help with that.

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