Zeftax Tbh. if it is still hosted on GitHub, it probably doesn't matter, the best would be to accept e-mailed patches or something imo. Separate tag for engine could be good.
The idea i had in mind involved, a out of band self hosted git instance (Forgejo) that mirrored my fork on GitHub, PRs could be accepted to the self hosted instance on feature branches and get synced to my fork on GitHub, from there i could send the PRs to the main repo like normal. Although, this would probably only work for my department ReX (feature branch). The main (compatibility) Redot branch maintainer probably wouldn't bother doing the extra work without substantial users wanting it
I think that's the best we could ever do, for the foreseeable future the main Redot repo will almost surly remain on GitHub, and ultimately all the code is going to end up there, so the solution wouldn't prevent the use of GitHub it would just prevent users that didn't want to interact with it from having to do so.
Its the only thing we could really do, emailed patches are almost out of the question as a maintainer, it's just asking for trouble with no paper trail.. the above solution is the only compromise we could come up with..
The root problem here is git at its core was never designed to be decentralized, when it was designed everything was still largely text based, centered around email. Had Linus implemented a protocol standard for pull requests, beyond the request-pull generator we wouldn't have the problems we have today.. if he had this foresight or even the desire to go back and add features like this to git we wouldn't have these problems today
We could simply use git pr <REPOURL> branch and bang suddenly git is decentralized but he didn't. and now that opened the market for places like GitHub to exist, had there been a pre-existing better thought out protocol for this that wasn't based on emails we'd have a much better user experience today where it didn't' matter who hosted the repo.
As for this, i'll try to direct someone here that can give a better answer, Skeleton/Bone animations are not my area of expertise, but the downside here is going to be loosely related to the above discussion, there are very few active developers on the forum currently as compared to GitHub. so getting answer to stuff like this here will take additional time.