• ravhall@discuss.online
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    6 hours ago

    It’s important to note that, if you’re using a non-commercial license, you cannot opt out of the collection of anonymous usage statistics.

    Goodbye

    • chiisana@lemmy.chiisana.net
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      6 hours ago

      If you’re going to use it, you’d be paying for it one way or another; either through money or privacy. Par for the course.

        • fl42v@lemmy.ml
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          5 hours ago

          Free as in free beer, not as in freedom. You can technically block undesired (or all) outgoing connections via opensnitch/portmaster, tho.

  • 1984@lemmy.today
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    4 hours ago

    They are good editors but feel very slow compared to even VS code.

    Try zed and you will not want to go back.

    • myersguy@lemmy.simpl.website
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      3 hours ago

      Won’t speak to Webstorm, but hard disagree when it comes to Rider. VSCode/Zed really fit into an entirely different category from Jetbrains IDE’s. Lightweight editors vs full fat development environments. There are use cases for each.

  • GhostlyPixel@lemmy.world
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    5 hours ago

    I was really impressed with Rider when I tried it out with Unity development, I’d love to use it, but I’ve switched to Godot and GDScript

    I use IntelliJ and CLion daily at work, and PyCharm to a lesser extent, JetBrians makes some awesome IDEs

    Edit: Now I’ve gone down a rabbit hole and it seems there’s a way to work with GDScript in one of the JetBrains IDEs, neat

    • JaumeI@programming.dev
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      3 hours ago

      Edit: Now I’ve gone down a rabbit hole and it seems there’s a way to work with GDScript in one of the JetBrains IDEs, neat

      Which one, if I may ask?

        • Sickday@kbin.earth
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          3 hours ago

          Yeah this was an update from June. I’ve been using Rider 2024.2 when writing C# for my own personal Godot project(s) for the last month or so. I can say it’s been pretty smooth. All of the friction I encountered was mostly in setup. You have to point Rider at your Godot binary to ensure it can launch the editor, specific scenes, or a headless language server. This was slightly difficult at first because I was using the Godot flatpak, but I got it sorted out. Most features you’d expect (syntax highlighting, goto definition/invocation, automatic imports, etc.) are there and the IDE is capable of launching specific packed scenes or the editor itself if you need it. I can’t speak to how this plugin compares to other engine plugins (Unity), but I have yet to run into any issues.