Posted November 30, 2022 by eumario
With this release, minor features were implemented, but mostly was bug fixing to fix bugs that were found in version 0.2.0. Some of the new features with Version 0.2.1.
You are now able to share your settings between versions of the Godot Engine. So now, you can set a specific version of Godot, with settings that you have setup just the way you like, and link other versions of Godot to those settings. Using the two new Icons, or new Right Click Menu on Godot Engines listed in the Godot Panel, you can use the Gear Icon (Settings Icon), to denote a version to be used as the template for other engines to use. You can use the Link Icon to link a version of Godot to the settings that have been setup by the Gear Icon.
Some Caveats of this setup. Godot Manager will not let you share settings between Godot 3 and Godot 4, as the settings are in-compatible. Also, it is a One way transaction, Godot Manager will only copy settings from the "Master (Gear)" version of Godot, to the "Linked (Link)" version of Godot. It will not transfer settings back to the master version, if you change something in the linked version, and if you make changes in the Linked version, they will get over-written the next time you launch the "Linked" version of Godot.
Along with copying the Settings over, feature_profiles, script_templates and text_editor_themes folders will be copied as well, as they can be shared without any issue. It will not copy any cache folder, or Engine templates over, as they may not be compatible.
One of the new features with Godot Manager 0.2.0, was the ability to integrate Godot Manager with your Linux Desktop, by creating a Desktop entry when going through the First Run Wizard. There have been some edge cases where the Desktop Entry does not get created for one reason or another. So, to allow this to be properly setup, there is now an Option that appears in the Settings Panel on Linux based systems, to let you create or remove the Desktop entry for Godot Manager.
Just like Godot, Godot Manager now has a Self-Contained mode, that allows you to create a Portable install of Godot Manager on a USB thumbdrive, or External USB Hard drive, allowing you to take your Development Environment wherever you go, to multiple different computers. This system is setup just like how the Godot Editor works. Just drop a blank file in the same folder that Godot Manager executable is, named either ".sc" or "sc", and Godot Manager will not use the normal User Directory folders on the various OS's, but instead use a folder name godot_data, in which to store everything.
Many reports were made for bugs that were fixed in this release. You can check out the CHANGELOG.md file in the Github Repository, or look at the differences to see what specifically was fixed. Some highlights include:
And more. If you have any questions, or need help with anything, feel free to check out the Discord server, otherwise if you find bugs, feel free to report them in the bug tracker on Github.
With Godot 4 becoming more stable, I will be starting work on a complete re-write of Godot Manager using Godot 4. This will let me organize things in a better fashion, as well as use things that I currently am not able to use with Godot 3.x. Many improvements will be available in the near future. So look forward to the updates as they come!