I have a work project that uses submodules and it's a pain. On a similar project that used SVN we used externals to split the code base up largely because we failed to plan ahead with the folder structure, but also because we wanted to have a shared framework between multiple projects. With SVN externals multiple projects could reference and use this framework. So with a new framework I tried to set up GIT the same way. Submodules are far more limited since you have to pull in a whole repo and not just a specific folder or file. So I end up having to split into multiple repos for each folder I would want to pull in which sucks. I definitely need to figure out a better way to do it, only way I can think of is leveraging symlinks to pull in a full repo while cherry picking specific folders to include in specific locations. But I am not sure how well this would work in practice, especially on Windows.
The point with the Open Source solution is very interesting: will we be able to do Custom Editor, will we be able to do our own multiplayer and how open will everything be? I think for Standalone games it will be a good solution, but for platform nothing much will change
The first payments are very cool! Finally developers can earn money, but if FP will make Private Server Code it will be even better
Waiting for news about sandbox game (gmod 2), about the contract with Valve, and then the release
1. Is animated decals as way to show player where his shot landed, a good idea? 2. Making game open source will not open open gates for cheaters? 3, New SSAO look greate!
I'm new to S&box (started playing recently) and I really like how personal these updates sound. I really hope this game does well and gets more players. Only small complaint is I'd really like lower graphics options, some of the games are hard to run on my old-ish gtx 1050ti pc lol
Good job, Garry and the Facepunch team. I see a great future in this product
About open source. On the one hand, it's good that we will have more open source and will even be able to participate in the development. On the other hand, I feel a certain dishonesty, knowing how much you have worked on the engine. I would ideologically agree to an "add-on" on top of the engine. Relatively speaking, there are several levels. 1. Engine (your code) - 2. (the part of the engine that is open for editing, like different shaders) - 3. the rest of what we have now
But again, I think the current architecture is comfortable. And before switching to open source, it's better to put it in the back drawer after the release of the "game". And focus on the development of the engine itself, as well as the standalone version
Its very difficult to run s&box on gtx960,its run out vram,but it is still wonderful update,new SSAO its looks great,im expect final release will fix vram issues
There's no reply function on this huh. SAR you're on a 10 year old graphics card of the lowest tier with 2gb of vram. I know no one would be using a card like that by choice so I feel bad for you, but I would be surprised if the gtx960 was a target for minimum specs for a game running on Source 2.
Interesting post, Hope this pops off since the quality of content I've seen made on it is much higher than any other metaverse type game I've seen. And I'm excited for standalone since while I love godot, I'd like a better option to realistic 3d dev that isn't unreal