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You're breathtaking! #100000
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I shouldn't have waited, why didn't I camp this issue?! |
Thanks to every single one of you. ❤ |
Godot is a monster, in the sense that it is an extremely huge project, and it's amazing to think that most of it its thanks to thousands of anarchic altruist contributions. Thanks to every contributor, from Juan & Ariel to the one that changed a "your" to "you're" in the docs 😁 I wish I could help to the core project, but I'm pretty busy accepting too many exciting projects (please don't propose more, I don't know how to say no 😅). I hope you consider my work currently maintaining the "free & unsupported Godot Engine Switch port" as my grain of salt in the Godot |
A gigantic THANK YOU to every contributor! |
Thanks to every contributor! As a learner of Godot, I leave my first comment at this exciting moment. Hope Godot will develop better and better!😆 |
I'm a little worried now that this issue is still open. Therefore it adds fake data to the stats. Someone should close it soon. 😅 Nonetheless a great achievement to have it brought thus far! ❤ |
I want to highlight one thing that I think is a huge part of what allows Godot to be so amazing: it is so accessible and welcoming Not only are everyone welcome no matter who they are, which is incredibly important, but everyone is welcome no matter how much they can contribute. I don't know how other open source projects work but to me the lack of bureaucracy and unnecessary processes and hurdles to contributing makes it possible to contribute for anyone who are at all able to contribute. Many of our contributors have only a little time to spend working on their contributions, and the fact that you don't need to sit through long meetings or write some proof of concept that gets approval makes it so much more accessible Discussing ideas and engaging with other contributors is of course always important and encouraged. But you don't have to be able to in order to be a part and add your contributions This means people from all over the world can be part of this, people working long hours, people who are single parents, or who are disabled, are at school, or any of a thousand different things! It's of course hard to tell what the schedules for individual contributors look like, but from engaging with various PRs it is clear to me that there are many people contributing really important changes to the engine who would never have been able to do so without that freedom This of course depends a lot on the work of our amazing production team, having as de-centralized structure as we have wouldn't be possible without people who organize and manage things And I want to thank everyone for being part of, and constantly improving, this amazing community we have together! |
Not a bug. Being "breathtaking" is by design. Will not fix. |
Related: godotengine/godot-proposals#4485 |
I strongly concur with this sentiment. I have only contributed a couple tiny bug fixes, but the fact I was able to contribute anything at all is because of this low barrier to entry. Also, I learned to program on Godot using GDScript for dumb hobby projects in college. I failed algebra and never thought I'd be a technical person, but I learned vector math through Godot's tutorials and had lots of fun, and 6-7 years later, last month, I got hired as a full time software engineer (not in gamedev). It's not a stretch to say that Godot has changed my life significantly for the better, and I hope to contribute more once I get settled into my new career and don't have to keep a side hustle or constantly job search anymore. Thank you to everyone who made Godot and its awesome community and learning materials. Congrats on the 100000th issue. I love this project! P.s. Maybe someday I'll actually make a game with this thing. 😆 |
This engine is really good. I have made programs using this. |
Even though I've only contributed only 2 or 3 PRs, it makes me feel like a part of it, really happy to see the engine grow |
Have been and always will be proud of what this engine can do and excited to see what’s in store for the future. Together we make magic! |
o7 People. Feels amazing to be part of such an amazing community, well done to all! :3 |
Can't reproduce on v4.3 stable / Windows 10 |
thank you Rémi for your amazing and DANTESQUE work ! |
GG, The future appears more promising. |
I've discovered Godot only a year and half ago, with the 4.0 release and since I can't let it out of my mind. Thanks to everyone to make this engine better day after day! |
Your efforts combined have created the very best game engine. Amazing and incredible, to have something like this software available. I sincerely thank you. |
Congrats |
Happy Open Source Day, Godot 🥳 |
I think this might re-open #10000 |
Congrats! |
It's been over 10 years now that Godot has been developed in the open, with code contributions from 2,800 users.
The total count of people who helped build Godot is actually far greater, as it should include documentation writers, testers, bug reporters, translators, moderators, content creators, users doing community support or talking at events, folks making games that credit Godot visibly, everyone supporting the project financially, and many other types of contributions which I can't keep enumerating.
All these people brought Juan and Ariel's little-engine-that-could from this:
Screenshot of the isometric 2D demo in Godot 1.0.
To this:
Screenshot of PVKK: Planetenverteidigungskanonenkommandant in Godot 4.3.
That's no small achievement, so I encourage all contributors to take a minute to contemplate the progress that we've made together over this journey so far!
Amidst the daily churn of fixing issues, reviewing PRs, making releases, etc., it's important to remind ourselves of where we are, and how we got there.
GIF of Cozy Space Survivors where asteroids form the word "GO♥DOT".
Some stats about Godot usage on GitHub
Between our usual traditions of either making silly jokes or sharing some inspiring stats for round issue numbers, I picked the latter for this 100,000th issue1, and wanted to look a bit closer at our issue and PR numbers over time.
A lot of people coming to Godot's repository to see over 10,000 open issues and 3,000 open PRs might rightfully wonder whether this is normal, or a sign of a maintenance issue.
I will make the case that it is a bit of both :)
Issues
Visualization from OSS Insight showing issue count over time, see the interactive version.
The two accumulated curves show the total number of issues created over the lifetime of the repository (topmost curve), and the subset of those which have been closed (as fixed or invalid). The difference between the two curves represents the number of issues still open at a given point in time - currently exactly 11,000, out of 53,648 issues total, so roughly 20%.
This is a fairly normal percentage of yet-unresolved issues in software projects of this scale, but it can definitely be better.
I annotated the graph with some key events of Godot's development which match peaks in either reported bugs (usually at the start of a beta phase, or shortly after a stable release), or closed issues (when we do a "spring cleaning" going through old issues to check if they are still reproducible in a newly released Godot version). You can see notably two big peaks of closed issues around the 3.2 release, when we had a coordinated effort from maintainers to go through the whole backlog and ask reporters to confirm whether their issues were still valid, or had been fixed. This reduced the percentage of open issues from 29% to 19%, and it's been mostly stable since, with minor fluctuations.
We are preparing a new "spring cleaning" to properly reassess a lot of the old issues which have been opened before the 4.0 release, or in the early days of 4.0 or 4.1, and may no longer be relevant nowadays with 4.3 and soon 4.4 beta.
As the volume of issues keeps increasing steadily, but the number of active bug triagers doesn't really grow as fast, we are working on improving and documenting our workflows so that we can:
We will share more details here and on the Godot blog when this process is ready to welcome new volunteers.
In the meantime, you can already do some simple things which help greatly the existing bug triage team:
Pull Requests
Visualization from OSS Insight showing pull request count over time, see the interactive version.
I didn't annotate this one, but a few takeaways:
That's all for now, I was already way too long and verbose while drafting this at the last minute to (try to) snatch the 100,000th issue number ;)
Aside from showing some cool numbers, I mostly want to convey that we are well aware that we have a significant backlog, though it's not as dire as it might look from the outside.
To deal with it, we need better triage and review processes (which we are designing now), more volunteers involved in these processes, but also importantly more funding. Volunteer contributors do a ton of work, but many critical parts of the workflow depend on a few paid contractors, and we need to grow that group to better manage the increasing scale of the project.
Footnotes
I'll make a quick note that 100,000 is the combined number of issues and PRs, which share the same index system on GitHub.
At the time of writing, we've actually had 53,648 issues and 45,213 PRs created. Astute minds will notice that the sum is not 100,000, the difference comes from spam issues or PRs which have been deleted by GitHub. ↩
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