If you are replying to something that was posted after your post, you should make a new post instead of editing. It’s a bit weird when earlier posts are replies to later posts…
The GDNative interface that is needed to be used with C++ for Godot, isn’t covered by their documentation. It also makes exporting and compiling games much harder because you need to manually do that. The C# support in Godot is more built in and allows things like easy exporting to all platforms and easier setup. The only reason why a mac version is possible with Godot using C# is that it doesn’t need any custom compiling per platform.
I haven’t looked into it. I assume it is possible as many other projects also use godot that want to support modding. But for now I’m just going to let anyone wanting to make mods figure it out. We didn’t have a lot of mods being made anyway, so I don’t consider it a critical feature for me to figure out how to make mods as well as write tutorials for it.
It’s going to fix like a maximum of 10 engine related issues. It isn’t magic and can’t make new / improved features appear out of thin air. And it will add a bunch of new issues of the form “reimplement x” as I’m not going to wait for feature parity before making godot the master branch version.
Runs great for me too! Seems smoother than the current release, and I don’t exactly have a weak pc. That might be because it’s just a basic implementation though.
Do you think a good idea would be providing test versions like the one at the beginning of this thread as you progress? Forumites could check for bugs, and these tests would show the progress as it is happening.