Personally, I'd love to see some more focus on game-dev workflows. The game asset pipeline still feels janky: texture painting exists, but not great, and baking textures/previewing results or baking from high poly to low poly involves a lot of manual node fiddling and rewiring. Export/iterate/build/test cycles are also pretty painful still.
Yes I think there's still a lot of potential upside.
But check out this collaboration between Blender and Godot https://godotengine.org/showcase/dogwalk/ I could imagine that in the not too distant future we might really have a completely open tools stack for making up to AA games (minus console SDKs which always are under NDA I guess).
The license policy sounds annoying, but the bigger question (to me) is: why are we still talking about FTP in 2025? If you need file transfer, use SFTP/SSH, rsync, rclone, etc. And if you want a GUI, WinSCP has been doing this for free for ages.
It does support sFTP etc. so is similar to WinSCP, but I think it's an easier GUI for non-technical windows users to get to grips with. However, if they're going to be asshats about licensing, then WinSCP is a clear winner.
It's not "sideloading". It is "installing". Just installing the software you want, on the device you own.
I am not "sideloading" applications on Windows, either. I download and install them. And before the internet, you got your software on CDs or floppies and ... installed them. This is nothing new. The term "sideloading" somehow implies you are circumventing or side stepping some mechanisms or protections in a non-sanctioned / nefarious manner. I am not. I just install software on my phone.
Personally, I'd love to see some more focus on game-dev workflows. The game asset pipeline still feels janky: texture painting exists, but not great, and baking textures/previewing results or baking from high poly to low poly involves a lot of manual node fiddling and rewiring. Export/iterate/build/test cycles are also pretty painful still.