Log from 2019-03-11:
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[16:30:53] <Z-Man> Lucifer_arma: Oh, I got to have a look at that, then. The main problem with non-GDScript is debuggability, though. The integrated engine debugger only supports GDScript; to debug the C++ side, you can obviously just run a debug build of the engine in gdb, but I don't know whether it's possible to attach a debugger to python or .NET (C# being officially supported now, Python probably is a third party extension)
[16:51:34] <Z-Man> Python debugging seems to be possible: https://medium.com/@prokopst/debugging-godot-python-with-pycharm-b5f9dd2cf769
[18:03:02] <Lucifer_arma> Z-Man: I think I want to evaluate Godot by siccing my son on it. He's still a new enough programmer that if he can make gdscript do something useful, then I'd be more open to godot :)
[18:03:33] <Lucifer_arma> I'll still want something like a python-only server, most likely. Does godot make non-gui dedicated server-type apps, too?
[18:04:05] <Lucifer_arma> my vision for the server is that it'll be strictly limited to the python standard library, and any third-party modules we use get incorporated into the source tree so that we're not inflicting more dependencies
[18:04:39] <Lucifer_arma> I'm ok with the client having a few dependencies, but I want a toolkit that has both opengles and openAL support out of the box (or at least a solid 3d sound engine)
[18:05:59] <Lucifer_arma> also, is it possible to support python and gdscript in the client? What i want most from python is third-party extendibility of the client. That would be a good thing to know, too. ;)
[18:06:53] <Lucifer_arma> naturally, I'm a ways off from starting any of this work, but it is one of the mental health tasks on my todo list for the future. After 0.4.0 gets a solid release. I'd be interested in trying an 0.5.0 release with a rewritten core roundabout when 0.4.1 gets released. So, maybe another decade or so?
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[22:13:07] <ct|kyle> Version 1.0 coming in 2100 +- 1 centery :)
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