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Store editor version in project.godot #59975
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I think using Export template version detection uses |
I'm not sure storing the full version in This belongs more to editor metadata IMO, so that it's in a folder which is not under version control and thus doesn't create unnecessary noise (at least if it's only written to provide info for e.g. the project manager or plugins). |
@akien-mga I'm not sure if the comment about "belonging" is about the whole PR or just the full version, so I'll try to clarify this. In other engines (Unity/Unreal) editor version belongs to files tracked by version control by default.
It's not a hassle, it's an essential part of the workflow (at least my workflow with projects made with Unity and Unreal, so I'm hoping for an improvement in Godot too). And I agree that |
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I've just resolved the branch conflict, no other changes yet. |
As noted here, this PR is obsolete, the editor version is now stored inside the |
Backward compatible/neutral soution for godotengine/godot-proposals#4355
Automatically adds current editor version right below the
config_version
in project.godot.While it's true, that editor version in Godot 4.0 is appended to
application/config/features
, features were not backported to 3.x and I'm not sure if it is the right place for editor version anyway. It's not obvious that "4.0" inapplication/config/features
array means editor version 4.0. Applying simple, universal and more human readable solution seems like a good first step to use it in future PRs (to show editor version in project manager, to warn the user about version difference).Also storing version at the top prevents moving it up and down depending on the order and count of settings in other sections. It's more convenient from the perspective of reading the text file or comparing diffs in version control tool.