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Godot-Blender-Exporter branches renamed #238
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@Jason0214 I see that the Since we don't expect major compatibility breakage in the 2.8x branch, I would suggest that we ensure that the If we reach a point where keeping support for older 2.8x releases is too much hassle, we can then branch off to a known working commit and leave that as a legacy branch, like we have for Edit: Gives #292, I guess my proposal is maybe not so good. It might actually be painful to keep compatibility with more than one or two Blender versions if they break the API in each release. |
Sorry, I have been busy in the last few months.
As far as I remember most of the "new" commits on
I agree with this part, you never know where it will break, so 'maybe' it will immediately get complicated at some point. Either way there are some inconvenience, I kind of prefer keeping individual branches for each 'breaking release'. If we do maintain the version well, we can probably hard code a version checking in addon loading and user would immediately know when they downloaded a wrong branch. |
We just did a branch renaming in Godot-Blender-Exporter repository to better organize support for different Blender versions. Now the branch naming has the same convention as GodotEngine, that is,
master
branch is going to be the active developing branch andblenderX.XX
is going to be the stable branch for specific Blender version.For people who find their local branches' upstream broken:
master
branch is the currentblender2.79
branchblender2.8
branch is the currentblender2.80
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