This was done with our modding community in mind, and it has been a huge advantage to them overall. With the source code in hand, the community has created many amazing mods that might not have been possible otherwise.
After deliberating over it internally for months, we have decided to change the way we distribute our source code. The source on GitHub will receive no more updates, though it will remain online as a reference.
As an alternative to GitHub, we are giving a few modders direct access to our internal SVN. By doing this, we give modders much more up to date code that can be built natively in x64 mode. Pull requests from SVN modders are also much higher quality, and are much easier to merge. Many of the ModAPI and programmable block improvements over the last year have come from this group, along with many other smaller features and fixes.
As much as we would like to give everyone access to this system, it requires much closer oversight, so we have to be careful about how many people we take onboard. We have already begun recruiting modders into this new system; if a modder does good work and shows dedication to the game, we give them source access as a way to support them and their work.
One of the best things about the git repo was that it was an easy place for new modders to go to just poke around and learn how the game works. This was a major consideration in the decision to end git support, so in order to help these new modders, we’ve started work on better documentation. Many of the ModAPI classes now have XML documentation in the source. These XML files are included in the release files, and you can find them in the Bin64 directory, although Visual Studio should find and load these files for you if your references are set up correctly. We plan to have more formal and thorough documentation in the future.
We know that this change will impact many of you, but we are confident that this is ultimately a better system moving forward. Bringing modders into the SVN group means their work is more likely to be merged, and can be merged much faster than before.
Space Engineers is still in development. Everything in the game is subject to change.
Thank you for reading!
CEO and Founder of Keen Software House
CEO, CTO of GoodAI
For more news:
General AI Challenge: www.general-ai-challenge.org
AI Roadmap Institute: www.roadmapinstitute.org
Space Engineers: www.spaceengineersgame.com
Medieval Engineers: www.medievalengineers.com
Marek Rosa is the CEO and CTO of GoodAI, a general artificial intelligence R&D company, and the CEO and founder of Keen Software House, an independent game development studio best known for their best-seller Space Engineers (2mil+ copies sold). Both companies are based in Prague, Czech Republic.
Marek has been interested in artificial intelligence since childhood. Marek started his career as a programmer but later transitioned to a leadership role. After the success of the Keen Software House titles, Marek was able to personally fund GoodAI, his new general AI research company building human-level artificial intelligence, with $10mil.
GoodAI started in January 2014 and has grown to an international team of 20 researchers.