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Addons Future Proposal #4
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Concrete plan:
func _is_update_available() -> bool:
return true
func _install_update() -> bool:
return true
|
Excellently written and constructed issue, hoping we can get this feature in soon |
@Ughuuu , you can add the concrete plan as to do list in the original text, Regarding tasks, I also want to add the following,
Also, in this proposal are we considering the following:
IMO the above two items require separate proposal as it pretty big items by themselves or if you are including in this proposal, it is fine |
It would be a great adition to the engine. |
Right now, add-ons can be installed per project and that's it. This plan will explain plans to extend that and form a vision of where it can be in order to maximise usability.
Add-ons vs Modules
Modules are part of the engine and are bundled with it. Examples of these are
PhysicsServer2D
,GDScriptLanguage
. These implement an API, eg.PhysicsServer2DExtension
,ScriptLanguageExtension
, etc.Add-ons are things that are not part of the engine, are built with godot-cpp (bound to a specific version, eg. 4.1, 4.2, etc.), and are downloaded and installed in the project. Examples of these are
RapierPhysicsServer2D
,Terrain3D
, etc. The first one also implementsPhysicsServer2DExtension
, while the second one adds a new API.Add-ons limitations
When installing an add-on, the workflow is you create a project, then you install all the add-ons you want. There are some limitations with this, namely:
Add-ons vision
Example vision by user @patwork for when creating a new project:
As for managing versions/etc. a good thing would be to decouple as much as possible, possibly a package manager?
Add-ons Update
The updating of add-ons right now is very hard to do. Even if you do install an add-on and there is an update, there is no notification for update, and then for the said update, you have to manually delete all files, install new ones and restart editor (unless editor is closed).
As for update notification and versioning, there are some places add-ons come from:
For updates, at the very least, the system should be able to:
Github updates
For github, many people use it to develop their plugin, some also do release management there through github releases. This seems to be the most straightforward way to do it, however it would require a mapping between addons and github repos and github release names. Since some addons we will install we will need to probably talk to the addons developer anyway, it would be best if we could have them add some properties in their
plugin.gd
file.As proposed by @bitbrain in his proposal for updates, we would need to expose 2 new things in the
EditorPlugin
:We should also expose some helpers to get github versions, etc.
For naming, I think I would like more
_check_version
and_update_plugin
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