Oh! I didn't expect it to get suddenly shadowdropped. It looks pretty clean, and it's neat that assets can have direct links to donate on the side. It's going to take at least a few months until it gets integrated with the editor though, since 4.5 is already in feature freeze.
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Based on the roadmap, it sounds like assets will simply be dragged and dropped from the browser into the editor.
I haven't found anything about a direct integration into Godot itself yet.
But I can't imagine that it won't be a thing.
It would also be awesome if you could add third-party stores to Godot. Like repositories in Linux.
At the bottom of the roadmap:
There is a plan to deprecate the current Asset Library and replace it with the new Asset Store. The current Asset Library is not going to be removed, but it will be marked as deprecated and will receive very minimal support. The new Asset Store is going to be the main source of assets for Godot moving forward but we understand that older versions will still rely on the existing Asset Library.
I’m taking the “replace” wording as in-engine as well as functionally replacing
Amazing! Definitely one of the features missing with Godot!
Nice! Great to see
Thats super cool!
I still want a terrain editor. I won't go back to Godot until thats a thing, and I'd really like to go back to Godot.
Edit: Yes, I know there are 3rd party terrain editors i can add.
Arn't there several addons for that?
Yes, but i dont want to use them. I want an integrated terrain editor like what Unreal has. Their philosophy is to make everything optional as an addon to keep Godot lightweight. But there's no reason they couldn't integrate a terrain editor as a plugin you can turn on and off directly in the Godot settings.
Currently, you have to go find a 3rd party addon, install it. And try to use it. There are zero guarantees that any of it will function correctly.
I want an officially supported addon that is integrated enough with Godot to be turned on and off through a menu, even if it requires restarting the editor to use it. (That's how Unreal does a lot of plugins) They are officially supported, but not enabled or in a build unless you check a box and restart the editor.