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I try to put up a beta release of my own here on GitHub when the first beta of Godot is released, yes. The release on Godot Asset Library only targets stable Godot.
You don't need to do a custom build per se. The version check is on the Godot side of things, and uses the values set in the For what it's worth, it's the aim of Godot (and its C++ bindings) that extensions be forward-compatible more or less indefinitely, and they go through some effort to at least ensure binary compatibility. So most likely you'll find that a release targeting Godot 4.3 will work fine in Godot 4.4 as well, but I don't officially support that, so if anything does break you might need to wait until I put out a proper release. |
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First, let me start by thanking everyone involved in Jolt and godot-jolt. What a fantastic tool to give to the open source community. Thank you.
Given Godot's faster release cycle, I wonder what the plans are for godot-jolt releases; personally, I would love to use this in the dev releases though I fully understand why you'd want to only provide for stable builds of Godot. I'm a bleeding edge kind of guy, even if it means I'm drowning in it...
Do you folks start the testing/porting in the beta phase? I imagine it'd be easy to remove the version check in my own build and see where it's at compatibility wise, but I figured it'd be best to just ask those who know.
Thanks!
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