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Remove VisualScript module for 4.0 #64822
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As announced in https://godotengine.org/article/godot-4-will-discontinue-visual-scripting, Godot maintainers have agreed to discontinue the current implementation of our VisualScript language. The way it had been designed was not user-friendly enough and we did not succeed in improving its usability to actually make it a good low-code solution for users who need one. So we prefer to remove it for Godot 4.0 and leave the door open for new, innovative ideas around visual scripting, to be developed as plugins or extensions now that Godot provides sufficient functionality for this (notably via GDExtension and the godot-cpp C++ bindings). The current module has been moved to a dedicated repository (with full Git history extracted with `git filter-branch`): https://github.com/godotengine/godot-visual-script It can still be compiled as a C++ module (for now, but will likely require work to be kept in sync with the engine repository), but our hope is that contributors will port it to GDExtension (which is quite compatibile with the existing C++ module code when using the godot-cpp C++ bindings).
reduz
approved these changes
Aug 24, 2022
This was referenced Aug 24, 2022
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This was referenced Aug 24, 2022
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This was referenced Aug 24, 2022
Small improvement for artists to visual scripting ( VERY small ) . .
godotengine/godot-proposals#683
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Closed
For the record, I did a quick test build to see the impact of this removal of binary size (Windows and Linux release export templates):
So it removes around 1MB / 2% of the binary size. (To be clear, reducing the binary size was not the reason for removing this feature. This is just additional metrics.) |
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As announced in https://godotengine.org/article/godot-4-will-discontinue-visual-scripting,
Godot maintainers have agreed to discontinue the current implementation of
our VisualScript language.
The way it had been designed was not user-friendly enough and we did not
succeed in improving its usability to actually make it a good low-code
solution for users who need one.
So we prefer to remove it for Godot 4.0 and leave the door open for new,
innovative ideas around visual scripting, to be developed as plugins or
extensions now that Godot provides sufficient functionality for this
(notably via GDExtension and the godot-cpp C++ bindings).
The current module has been moved to a dedicated repository (with full Git
history extracted with
git filter-branch
):https://github.com/godotengine/godot-visual-script
It can still be compiled as a C++ module (for now, but will likely require
work to be kept in sync with the engine repository), but our hope is that
contributors will port it to GDExtension (which is quite compatibile with
the existing C++ module code when using the godot-cpp C++ bindings).
I left some references to VisualScript in the code outside
modules/visual_script/
which are needed for users who would compile the C++ module in a custom build.If VisualScript is ported to an extension and further maintained, one aim should be to remove the need for those hardcoded references so that the extension is fully modular.