On Sun, 2016-02-28 at 17:03 +0100, Rémi Verschelde wrote: > That won't happen, as upstream has good reasons for using Scons in the > first place: http://docs.godotengine.org/en/latest/reference/introduction_to_the_buildsystem.html#scons Interesting, thanks for the link. Personally I've always found SCons a nightmare from a Linux distro point of view, mainly because every project has to manually re-implement `make install` and other things. I completely understand Godot's reasons for using it though. > Godot 2.0 does, hence the major version bump. There are not so many > Godot games available so far so it has not been a major concern up to > now, but ensure compatibility with older games is something we always > try to keep in mind (and it's all the more relevant for Linux > distributions, as they won't want to package several concurrent Godot > versions if some games happen not to work anymore with e.g. Godot > 3.0). I think it would be reasonable for Debian to have multiple major versions of Godot while older games are still using older versions, as we do for Python or GCC. > Yes, I've actually just fixed it: > https://github.com/godotengine/godot/commit/eb5f9ed89be7be2ba147cb95ee74516ce4862d01 I noticed that modifies a lot of different icons, I'm surprised you don't create those at build time from the source SVG using Inkscape or rsvg or similar. > Debian could package Godot (the editor) without the templates, plus > the runner I suggested (that would stay Debian-specific like any other > binary), and let users download the official export templates from the > website indeed. I think that is the right way to go, maybe along with a downloader package in contrib to securely download the templates. I didn't fully understand what "templates" are though, can you provide a link to some of them so I can inspect the content? -- bye, pabs https://wiki.debian.org/PaulWise
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