Open Miskler opened 1 year ago
It feels like it hasn't changed since its creation, everything works very crookedly
The current asset library is in the maintenance mode, because we are replacing it with a new platform. Unfortunately, this is not something that can happen over night, and indeed taken us several years at this point. But that is the reason it feels this way: nobody is working on it and that's by design.
Some smaller improvements have been made over the last couple of weeks, but it's just tweaks and tune ups. We are not considering new features until we have a new platform.
Is there a ETA for the new platform?
- Tags of supported versions. We have a list on the official website of which versions we have released, it would be good if the author of the plugin indicated whether the plugin is compatible with the version of Godot on which the plugin is being viewed.
Each asset is only marked to be compatible with a single minor Godot version, and you can only see assets that are compatible with the Godot version you're using in the editor. There's no way to mark support for multiple versions yet, and doing so would require a large redesign of the API (as you'd want multiple releases to be hosted in parallel for each asset).
- Filters. Surprisingly, there are none. It would be possible to add filtering by: author, licenses, supported versions (see the paragraph above), and also so that these filters can be combined.
You can filter by author by clicking an author's name in the list of assets. While not easy to discover, I can't think of an alternative that isn't more difficult to discover for casual users. We could have author:<name>
like GitHub does (and like we have type:<name>
in the Scene Tree dock's filter), but that's not very discoverable either.
Is there a ETA for the new platform?
No.
@YuriSizov Pardon my ignorance but is this new platform open source? I would love to contribute
@jdboris It doesn't exist yet. But generally everything we have is open source.
Describe the project you are working on
It feels like it hasn't changed since its creation, everything works very crookedly and I don't want to use it, although it would be very useful for prototyping.
What changes do I propose? 1) Viewing videos from the engine. It's very inconvenient when you want to see the work of the project in action, but you need to click on external links.
2) Tags of supported versions. We have a list on the official website of which versions we have released, it would be good if the author of the plugin indicated whether the plugin is compatible with the version of Godot on which the plugin is being viewed. How should this be implemented? There is a list (3.x, 4.x, 3.4, 3.2.3, 3.5.2, etc.) and for each version, the author can specify the status (supported, partially supported, not supported), and can also leave a note from himself. If the author has not specified a status for this version, the tag "not specified" will be displayed. It will have to be located as in the screenshot below:
![image](https://github.com/godotengine/godot-proposals/assets/69055489/de9f2bc2-0157-44e0-a475-53a1aa821791)
3) Filters. Surprisingly, there are none. It would be possible to add filtering by: author, licenses, supported versions (see the paragraph above), and also so that these filters can be combined.
4) Formatting. It's so obvious, isn't it? For example, you can format the license plate, for example: MIT - green, GPLv3 - yellow, CC0 - red. And also add formatting of the description, bold, italics, underlined, crossed out. Links should be formatted in blue.
5) Network optimization. Why is everything working so slowly? I have a great internet connection, why should I wait after every click?
6) Adding a proxy. Of course, for half of those who read this, the question is not relevant, but for residents of China and Russia - more than. Recently, the standard method of installing plugins in Godot stopped working for me because apparently the address https://codeload.github.com it was blocked, and even enabling VPN does not help, apparently Godot ignores it and does not want to work through it.![image](https://github.com/godotengine/godot-proposals/assets/69055489/e0f648d7-3185-4af3-b4a9-95a016fa00e3)
Describe the problem or limitation you are having in your project
Shaders. You failed. No one puts shaders on the resource library built into Godot, everyone goes godotshaders.com why don't you copy? We are working for a common cause, it would be good if the authors of this site implemented their API into the engine.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Why does everything live its own life? Why is the web version visually outdated? Why not make this side more friendly? Why not add a button on the main page leading to the web version?
Why don't we start promoting the creation of plugins to beginners? Yes, this will certainly lower their quality, but we are not in a position to demand quality from everyone, now the main thing is quantity.
I suggested entering labels about the supportability of a version. This process could be automated, we have a web version of the editor. The creator of the plugin could simply click on the button to put his plugin on the queue so that the Godot servers would banish his ability to run on more popular versions of the engine. I have noticed quite often that plugins that are in the plugin library for version 4 sometimes I can't start and this is a serious miscalculation.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
none
If this enhancement will not be used often, can it be worked around with a few lines of script?
none
Is there a reason why this should be core and not an add-on in the asset library?
Because the offer is about the asset library itself :)