It’s been quite fun abstracting as much game logic as possible into testable class libraries so I’m hoping it won’t be a bad migration for me.
Really looking forward to seeing if dependency injection will be easier
One of my minor concerns is that exporting to iOS/Android might not be coming straight away but I’ll have to play with it to find out!
Appreciate pointing to it being pulled into master though, increases my likelyhood of trying Godot again as I've been working in dotnet 6 more and more on personal stuff of late!
... and a way to measure coverage of GdScript code.
Not true, in Godot 4 you can do `Array[Node]` to have a typed array of nodes, replace Node with your type of choice.
Thanks for pointing that out. You just improved my life :)
[1] https://godotengine.org/article/gdscript-progress-report-fea...
I'm mostly excited about callables (function pointers), easier signal handling in combination with await (former yields) and an improved tweening system. The scripting environment inside of the editor with inbuilt documentation, code completion and debugger is really an achievement.
The only thing I miss are static typing and refactoring tools. You can use type hints, but you need to fall back to dynamic typing at some places for example because there are no generic collections.
Therefore I'm quite excited about the dotnet6 branch being merged into main a few days ago [1]. This is a huge step and will probably make some unity developers consider Godot for their next game.
Also there's GDExtension, the successor of GDNative, which will make it easier to integrate C++ code [2].
I could never imagine myself using Visual Scripting, because you can express yourself so much easier in Code.
[1] https://github.com/godotengine/godot/pull/64089
[2] https://godotengine.org/article/introducing-gd-extensions