Open ZerxZ opened 5 months ago
As I see it, the fact that the new bindings use the GDExtension API is an implementation detail. And I'd rather keep the good names for the new packages. The Godot.SourceGenerators
package name conflict is unfortunate, we could consider renaming the old package instead (e.g.: GodotSharp.SourceGenerators
).
Keep in mind that most users will use these packages through the Godot.NET.Sdk
and will never have to manage these packages themselves, so I don't think we have to worry about confusion.
@ZerxZ U need to translate to English first to be community friendly.
As I see it, the fact that the new bindings use the GDExtension API is an implementation detail. And I'd rather keep the good names for the new packages. The
Godot.SourceGenerators
package name conflict is unfortunate, we could consider renaming the old package instead (e.g.:GodotSharp.SourceGenerators
).Keep in mind that most users will use these packages through the
Godot.NET.Sdk
and will never have to manage these packages themselves, so I don't think we have to worry about confusion.
Mainly I build Godot engine source code and Godot Dotnet will conflict with each other, causing the source code generator to fail. General users may not be affected.
Godot version
Godot v4.3.dev5.mono
Godot .NET packages version
4.3.0-nightly.24260.1
System information
Windows 10.0.22000 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Laptop GPU (NVIDIA; 31.0.15.5123) - 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 Threads)
.NET information
8.0.204
Issue description
Godot .NET SourceGenerator Nuget Package and Godot Mono SourceGenerator Nuget Package name conflict should we have a better name to differentiate? And should
Godot.Bindings
be differentiated as well? for exampleGodot.GDExtension.Bindings
namespace? To avoid confusion between GDExtension C# and Mono C#?Steps to reproduce
N/A
Minimal reproduction project
N/A