By which I mean, has it become impractical to maintain the project?
I posted a crash bug three days ago, and there's already a fix in place for it. That's excellent, but only the crash was fixed -- scaling Tilemaps under 0.5x still doesn't work, and needless to say crashes get a lot more attention than most problems.
In the last week, 109 issues were opened. Fifteen involved crashes. Almost three quarters are still open, which means they probably aren't duplicates or obvious wastes of time. That seems amazing to me, even for a large project. Firefox's bug tracking isn't nearly as open, but they don't seem to be getting as many issues.
Godot is arguably more complex than something like firefox, which always struck me as a juggernaut. Most of the people that use firefox aren't trying to get it to do weird things that its creators never considered (since most people aren't web developers).
Now, before anyone starts to vilify the project leadership, let me remind us all that this is free software. No one has a right to expect any kind of performance from free software or the people maintaining it. (No, not even if you donated.) It's free as in freedom, so if you have a problem with it, you're free to fix it or to start your own project that works.
I'm more concerned that it may be flatly impossible to get godot back into shape with all the features that have been (at least tentatively) added, all the operating systems it claims to support, and the general level of complexity of game design. There are a lot of part time developers and a handful of full-time workers who still can't devote every hour of the day to the project.
And, though I've been a professional programmer, none of the work I did compared to some of the issues I've been browsing on godot's github.
What do you think?