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Tweak 4.5-dev3 blog post following feedback
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@@ -23,9 +23,11 @@ In case you missed them, see the [4.5 dev 1](/article/dev-snapshot-godot-4-5-dev
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### Screen reader support
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Accessibility should be every developer's top priority, full-stop. Someone being excluded from an experience for factors outside of their control is an area that video games and applications have the potential to circumvent entirely. It does, however, take a solid framework to allow such accommodations to take place. To streamline this process for everyone—players and developers alike—our resident tech guru [bruvzg](https://github.com/bruvzg) took to the absolutely Herculean task of integrating [AccessKit](https://github.com/AccessKit/accesskit) to Godot as a whole.
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Accessibility should be every developer's top priority, full-stop. Someone being excluded from an experience for factors outside of their control is an area that video games and applications have the potential to circumvent entirely. It does, however, take a solid framework to allow such accommodations to be developed. To streamline this process for everyone—players and developers alike—our resident tech guru [bruvzg](https://github.com/bruvzg) took to the absolutely Herculean task of integrating [AccessKit](https://github.com/AccessKit/accesskit) to Godot as a whole.
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[GH-76829](https://github.com/godotengine/godot/pull/76829) was a project two years in the making, changing over **32,000** lines of code, and incurred hundreds of comments with feedback/testing. Users are encouraged to look at the pull request for more information, as there's no feasible way we could properly summarize these changes. Unsurprisingly, this was *by far* the change with the most ramifications of the entire snapshot, so much so that it's already seen [multiple](https://github.com/godotengine/godot/pull/105197) [fixes](https://github.com/godotengine/godot/pull/105216) caused by its regressions, but it's well worth it. After all, accessibility is our top priority!
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[GH-76829](https://github.com/godotengine/godot/pull/76829) was a project started two years ago, which progressed in bursts alongside the AccessKit framework. For the 4.5 release, we made it a priority to finalize, and thus we now merged this major feature with over **32,000** lines of code, after hundreds of comments with feedback/testing. Users are encouraged to look at the pull request for more information, as there's no feasible way we could properly summarize these changes. Unsurprisingly, this was *by far* the change with the most ramifications of the entire snapshot, so much so that it's already seen [multiple](https://github.com/godotengine/godot/pull/105197) [fixes](https://github.com/godotengine/godot/pull/105216) to address regressions (even [one](https://github.com/godotengine/godot/pull/105764) right when validating this snapshot), but it's well worth it. After all, accessibility is our top priority!
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This is only the first but massive step towards making Godot more accessible. In particular for the editor, a lot more work will be needed to make it really usable, as well as integrate with accessibility frameworks for mobile or web platforms.
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### Script backtracing
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