We’re using Git, but there’s a lot of “random” changes that happen when you save files even without modifying them, and those cause lots of conflicts if you don’t manually fix them (like UIDs changing, or position of nodes changing by 0.00001 etc.).
Not sure about the monitor thing, but it didn’t seem to be an issue for your submission anyway (I assume it’s a native executable thing).
3D pipeline is good in that you can now import .blend files directly without a glTF step in-between. But that importer has lots of smaller issues which make the pipeline really painful (worst one by far: having to restart the editor for changed meshes to correctly update).
Yeah, I assume performance would’ve been worse as a web build, so it allowed more complex graphical features in turn. The stutters are definitely related to shader compilation - we tried adding a shader cache scene, but for some reason those shaders didn’t get cached…
Was still a lot of fun to work with, and some of Godot 4’s changes are really worth switching for :D