They have a QC system in place? Idk.. some unit tests? integration tests? Or are so fast placed that they can't use any of them?
There are some unit tests in place in the master
branch, but this unit testing system wasn't backported to the 3.x
branch due to the added maintenance it would require. Moreover, the unit test suite in master
currently has relatively low code coverage. It's very difficult to get good code coverage in a game engine as large as Godot, since many parts such as rendering and physics are not deterministic. In comparison, it's much easier to get > 80% test coverage in a small library or framework.
There are also various integration tests present in master
, such as the GDScript test suite. Both master
and 3.x
have crash/memory leak checks on CI (master, 3.x).
Unlike some proprietary game engines out there, we don't have paid QA teams. This means we rely on voluntary testers to test beta releases in their real world projects and report regressions. This is standard procedure in pretty much any piece of open source software out there :)
We're also at the mercy of hardware/driver-specific bugs, especially on macOS, iOS and Android. Most core contributors don't have access to Apple hardware, and generally only have one or two Android devices to perform manual tests with.