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Re:GDNative – A scripting language module for Godot by golergka on Friday April 14, 2017 @11:56AM (#14115179)
A lot of valid points, but what problems did you encounter with source control? I have worked with big commercial projects with Unity3d, and maintaining all assets serialized in text didn't bring much pain with a minimal discipline.
Re:GDNative – A scripting language module for Godot by moron4hire on Friday April 14, 2017 @01:00PM (#14115573)
Text assets should be the default and only option, just opening the project shouldn't change any files, and saving on a different computer shouldn​'t arbitrarily change the metadata files. Hell, they need to give a really good explainanation for what is even the point of the metadata files, because no other IDE worth its salt has such a noisey system.