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Xrayez Which may lead to community division.
The community is already highly fractured, so par for the course I suppose. But also, I don't think it's the kind of issue you seem to be making it out to be..?
Xrayez You can already find Godot forks out there, I won't mention them here to avoid advertisement.
The thing is these are more like custom builds rather than truly divergent forks. So, no, I do not perceive these to be an issue.
Xrayez But yeah, nowadays, you can go to Godot's governance page and see it for yourself, but it was added like a year ago. That means Godot has been potentially confusing many users and contributors to think that Godot is community-driven for whopping 7 years since it got open-sourced.
I suspect it's more so the case that they intended for godot to become a community driven project(and it still might yet) but so far the community hasn't yet developed into a driving force, something the developers could never really make forcefully happen anyways. Either the community that develops around a project goes on to take it and run with it or it won't. This isn't really on the original developers.
The source is very liberally licensed, anybody can take it and fork it into whatever kind of project they want. If you want it to become a GPL/"free software"/ideological project then you can go and do so. Just don't expect me to use it., cause that wouldn't serve any positive purpose for me. But you are free to do so and all the power and success to you in it.
Xrayez I'm not the only one who thinks this way, you can read, for instance, LillyByte's feedback on hypocritical leadership in Godot.
While I'm not technical enough to make engine PRs myself, many in voice chat were; and they would make PRs to Godot... and we would tell them how to do it, and look hopefully at the fixes that "would be coming in the future"....
Except those PRs never ever got merged... PRs sat for years, untouched. When people coming in wanting to add feature PRs to Godot asked us how long it takes for things to get merged... we were honest. It could be years, because it could be.
I know I keep bringing up blender as a comparison point a lot, but that's because I've been following it since 2004...and this is no different there either. There's probably more patches that have never made it in than those that have. A common problem even for moderately complex OSS projects.
Remember, every patch/PR need a reviewer. And every potential reviewer is themselves likely a developer with their own ongoing projects. Given that their time is limited and the amount of developers able to review patches/PR's is itself limited too, it's in practical terms, very unreasonable to expect most PRs to get looked at in short order. If you are serious about your PR being worth the effort then you as it's developer will keep it maintained and from going stale until it does get looked at. S' the simple truth of it.
Does it stink that so many PR's go stale? Sure. But unless more developers become reviewers it just can't be helped. And on-boarding developers as new reviewers itself also is a huge time and resource drain. Better funding for the necessary infrastructure as well as some full time managerial positions to actually tackle this problem might very well stem precisely from this new effort involving W4.
Blender also had to go through this growing pain, and it did so, btw, with an Epic Games Megagrant. Something I suspect many godot users wouldn't want to trust, so maybe, just maybe...W4 is actually a better solution, yeah?
Or will you magically pull out the back pocket of your trousers the funds for all of this?
TBH my own assessment of your views on this is that you are perhaps a little too idealistic and ideological for your own good. Those things are not strictly speaking bad things, but as with anything, too much of something, even good or just plain well intended, can become a bad thing. And you might well benefit from perhaps tempering your ideals with a bit of rational pragmatism to counter balance it. But also, taking a step back and a break from godot from time to time might also do you some good, perhaps lower stress a bit? Since a part of it might also be that you've simply gotten a bit too emotionally invested in a software project.
Same might also apply to LillyByte, I sense some burnout which if my assumption about emotional over investment is correct, is of course perfectly understandable. Can't at all blame her for feeling the way she does.
All of this is to say, as an OSS project godot has had a very tumultuous growth, especially in users and their expectations. It's half the age of blender, half the size if even that of blender and it's already hitting similar growth driven issues requiring similar resources to solve them as blender. It's a tough spot to be in, to be sure.