Open Majoramari opened 1 month ago
Solid point. This was discussed some in the dev chat as well, with pretty much the same point you've iterated on a future break scenario. We'll have to get some organized discussion on this one.
What about special rdscript? It'll use .rd extension, working parallelly to gdscript, add requested in past method annotations, maybe virtual
keyword to create virtual functions, some properties for Callable
, like .is_implemented()
for virtual functions, and so on...
How about renaming .godot/ folder to .redot/ ? Renaming this folder might not cause user migration or compativity problem.
What about special rdscript? It'll use .rd extension, working parallelly to gdscript, add requested in past method annotations, maybe
virtual
keyword to create virtual functions, some properties forCallable
, like.is_implemented()
for virtual functions, and so on...
We've discussed this, but it can't happen yet just from a compatibility point of view. It's definitely on the community's radar though
I don't think it could be a problem while there is easy and obvious way to convert between projects. While redot is fully compatible it's basically comes down to "Save as" that just duplicates cfg under another extension
Yeah but its just an extra little fuss we don't need to add for users coming over until we actually need to do it. Same stuff with changing extensions on gdscript and stuff.
Tested versions
83d6573
System information
Non OS related
Issue description
Switch the project extension from .godot to .redot
We could support both, or we could leave this issue open until we have a breaking separate us from the Godot engine so we apply it, or we just save a new project in .redot and add migration guide and one step in it to change the extension to .redot
Steps to reproduce
None related
Minimal reproduction project (MRP)
None related