They overpromised on a free project, which you didn't pay for. It's a non-commercial project - I'd give a lot more leeway for that. Otherwise, go to Unity, and see how fast they fix the bugs in the things they promised to deliver.
Moreover it wasn't that they were lackadaisical; they overdelivered on other aspects of the Godot project. Sometimes some pet feature can wait, compared to improvements for other serious features that affect a wider profile (e.g. GDScript, C# integration, and the tons of other stuff in their 4.1 changelogs). Their resolution and closing of issues on the Godot repo is also really impressive and consistent for an open-source project.
> They overpromised on a free project, which you didn't pay for.
I think part of OP’s issue is that “they” (the main Godot developer) is starting a for-profit business that directly profits from the community’s goodwill. OP themselves is paying hundreds of dollars a month to run the forums not to mention the time investment. I can understand the frustration of seeing the community languish while the main focus turns to a for-profit enterprise.
The OP has only been in control of paying for the server for a few months. They only took over May 15th.
The original owner only paid a few hundred dollars per year for hosting the forums. Whatever the OP is doing that is making it cost hundreds of dollars per month is on them...
Furthermore, why did the OP take over control of the forums only a few months ago if they have been feeling this way about Godot since 2020?
I regularly send a few euros their way every month because I still wanna support the idea of having a nice FOSS engine, but whether I'm paying or not doesn't matter. If you want people taking your project seriously you need to build a credibility, and by always shipping half-baked features and calling them complete you do the opposite.
Instead what we get is the fact that I cannot trust release notes to be accurate while redux complains on twitter that the big companies are focusing on sponsoring O3DE instead.
They overpromised on a free project, which you didn't pay for. It's a non-commercial project - I'd give a lot more leeway for that. Otherwise, go to Unity, and see how fast they fix the bugs in the things they promised to deliver.
Moreover it wasn't that they were lackadaisical; they overdelivered on other aspects of the Godot project. Sometimes some pet feature can wait, compared to improvements for other serious features that affect a wider profile (e.g. GDScript, C# integration, and the tons of other stuff in their 4.1 changelogs). Their resolution and closing of issues on the Godot repo is also really impressive and consistent for an open-source project.