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Asset Library should be able to filter plugins by compatibility with engine version #7147

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eon-s opened this issue Nov 18, 2016 · 15 comments
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@eon-s
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eon-s commented Nov 18, 2016

Operating system or device - Godot version:
Godot 2.1.1-Stable

Issue description
It is possible to download templates/demos/plugins that won't work for your Godot version, there are no warning or filters that hide non compatible projects.

Steps to reproduce:

  • Download and install Cute 3D Multiplayer Third Person Shooter from the Project Manager's template tab.
  • You won't get any warning saying that it does not works on your Godot version.
  • Try to edit and run the project.

ps: I don't like the idea of compulsive version filter but at least a warning should be there.

@vnen
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vnen commented Nov 18, 2016

[...] compulsive version filter

I think you meant "compulsory". But yeah, it should let you install even in incompatible version.

@eon-s
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eon-s commented Nov 18, 2016

@vnen yes, compulsory, picked a word from the wrong dictionary in my poor brain 😅

@vnen
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vnen commented Jul 19, 2017

Repeating my comment here for visibility:

It would be great if it were possible to upload different versions of the plugin for different versions of Godot.

@kubecz3k
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kubecz3k commented Jul 23, 2017

also @neikeq comment from #9680:

Maybe related. Now that we also have more scripting languages, it would be great to also filter plugins automatically by available languages.

@kubecz3k kubecz3k changed the title No warning or filter for assetlib projects of incompatible godot versions Asset Library should be able to filter plugins by compatibility with engine version Jul 23, 2017
@kubecz3k
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kubecz3k commented Jul 23, 2017

I think in plugin.cfg we should have obligatory value like min_engine_version=2.1.1 and a optional? value like max_engine_version=2.1.x I think ability to declare 'atomic' versions is necessary since while api will not be broken inside main version (2.x) it still is possible that some features will be added as a part of minor update (2.1.2).
Also @neikeq noted that we should have ability to declare what languages are needed in order for plugin to work. Not sure, but maybe we should go even further so we could declare in general 'what components are needed in order for this plugin to work'. What I mean is for example some custom module (like I believe there is some VR module in the works for example).

@eon-s
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eon-s commented Jul 23, 2017

Languages may apply only for C# version of Godot, since native can be shipped in binary form, right?

Some GDNative plugins may be restricted by platform too.

@reduz
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reduz commented Jul 23, 2017 via email

@kubecz3k
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@reduz actually I don't think that's very good idea. I think there would be many plugins that are not respecting addons folder, however maybe there is some user-case that I didn't think of, for which there is more sense to have plugin outside of addons?

@kubecz3k
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kubecz3k commented Jul 23, 2017

Unless you want to allow game developer to decide where addons should be, for me that would be actually quite cool. (but worth the work?)

@eon-s
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eon-s commented Jul 23, 2017

Plugins outside "addons" sounds messy and I don't see the benefit, more if you want many versions of the same addon for reasons

@reduz
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reduz commented Jul 23, 2017 via email

akien-mga added a commit that referenced this issue Jul 25, 2017
Currently it features only plugins for Godot 2.1.x, we need #7147 fixed
to be able to propose only 3.0-compatible plugins in the Asset Library.
@eon-s
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eon-s commented Nov 5, 2017

This is already working on the web site, just need Godot 2.1 and 3.0 editor support.

@bojidar-bg
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Actually, Godot 2.1 is supporting it already, just Godot 3.0 should send the version number when requesting assets.

@Chaosus
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Chaosus commented Nov 9, 2017

@bojidar-bg is this solved for now ?

@akien-mga
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akien-mga commented Nov 9, 2017

Yep, fixed by #12778 (well, and various commits on https://github.com/godotengine/asset-library for the bulk of the change).

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