On the other hand having a copyleft license without CLA makes rug pulls nearly impossible (once there are multiple contributors and copyright holders).
But you are right, from a (commercial) value perspective, permissive wins.
Thanks, next time I'll make a more nuanced question, promise.
I'm building open source games, not a cloud gaming platform. So I was just curious if the AGPL covers also cloud gaming, since I didn't really find something on the web to that specific topic.
The goal of this post and JS Naked Day itself is a reminder that a big part of the web can (and should) work without JS. It is surely needed for better user interaction, dynamic content etc. but it isn't needed everywhere.
That's true, but there are still some valid use cases like at work we have external companies creating and fixing apps for us and we deploy them independently with Github Actions.
In my free time I create Godot games with no iOS specific code, so 99% of the times what works on Android or Desktop also works on iOS. (Yes, once I has iOS specific problems with texture compression formats)
You are welcome! All credit goes to the Github gist someone posted. I fully agree with you, this explains what Apples magic GUI does behind the scenes.
Cool to see that my work was useful for you!
Yeah, I have to update the default version to 4.x now, but you could have use the `godot-version` parameter to set it to 4.x like this
You can disable dome features of Godot by using a custom build of the engine. I did that for my F-Droid builds, since a F-Droid build recipe builds all dependencies from source. But I don't know how many MB I saved.
Yes you are right, its that simple.
I just made a Github Action wrapper around this 2 commands, that download and then caches the godot/butler files, so the next tun gets the files from the cache.