As part of the v1.0 launch, we will migrate fully to Godot 4.
I had a long flight where, being a captive developer, I decided to take a hand to seem how much or little work would be involved. It certainly isn't a trivial update, but as it appears so far, we aren't looking at a full rewrite at least.
It was however premature to work on this development, and hence it should stop until we are closer to v1.0 I'd say. This is because of all the syntax changes, we cannot easily "merge dev into feature branch" as we might otherwise do. Instead, we'll want to start the conversion fresh. When ready, we should perform this process:
Create a new branch from dev at that time.
Open in Godot 4, allow auto conversion to run
Individually cherry pick the commits from this current godot4 branch (except for, of course, its own auto conversion commit) Each one should be committed on their own, to preserve that history and commentary.
Push up with -f true (force write) into this godot4 remote branch (good idea to keep the local branch just in case as a backup). So your custom local godot4 will replace this same online godot4 branch, and hence this same PR should remain the one to review without having to edit/recreate with a new branch.
Perform the remaining dev work.
In terms of that remaining dev work:
What is working
Adding RoadNetwork
The Create menu, including the ability to add a 2x2
Road Segments are being drawn as specified between RoadPoints
Undo/Redo of add 2x2 wokring fine as is, so is update the location of RoadPoints and reflected geometry updates.
What is not:
Weird intersection rotations, rotating a RoadPoint doesn't keep the entire end flush. Looking "underneath", there's some funky geometry things going on
Get the RoadPointEdit panel to appear, and make sure it works well. (The Create panel is working fine)
Get Auto AI lanes working.
None of the 3D gizmos are appearing, not sure why (no errors)
Edit: See latest status comments here https://github.com/TheDuckCow/godot-road-generator/issues/82
As part of the v1.0 launch, we will migrate fully to Godot 4.
I had a long flight where, being a captive developer, I decided to take a hand to seem how much or little work would be involved. It certainly isn't a trivial update, but as it appears so far, we aren't looking at a full rewrite at least.
It was however premature to work on this development, and hence it should stop until we are closer to v1.0 I'd say. This is because of all the syntax changes, we cannot easily "merge dev into feature branch" as we might otherwise do. Instead, we'll want to start the conversion fresh. When ready, we should perform this process:
dev
at that time.In terms of that remaining dev work:
Closes https://github.com/TheDuckCow/godot-road-generator/issues/82