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Open Builds, find the corresponding BuildID, select the default branch in "Set build live on branch" column and click "Preview Change".
It’s not programmer-style branches, they’re not for merging, Steam branches are simply named revisions (BuildIDs). So instead of merging branches you just need to set the same buildID live.
Oh wow, they’re rarely used in general, why would anyone want to spawn a lot of branches? Do you want to leave each previous version of the game in another branch for some reason?
That’s a nice idea, sounds like with these APIs it should be possible. Filtering out unbroken mods, for example for Don’t Starve Together, is indeed very frustrating.
Agreed, seems like a weird omission why SetActiveBeta does not optionally support a password. Of course it won’t be secure, but it is not really already — anyone knowing the password can share it with someone else.
Well, that would be putting too much power to users — since they would be able to do or manipulate the code to do it. Branches is a more controllable approach, less mistakes possible from your side as well.
And hardcoding BuildID would be very inconvenient — using a branch allows you changing game files without touching corresponding code.
That’s only for breaking changes! When old savegames are completely unsupported or when new game version does not support achievements anymore or temporarily (seen one such case). Another case is when mods have changed too much, but they’re too valuable to just deprecate.
Do you really want users to access some previous buggy version just for the sake of it? And surely they’ll forget it’s not the newest public build and will come bugging you with old bugs.
So it’s always in your own interests keeping number of branches to a minimum.
Space? What space? You can only have one branch downloaded via Steam client. (and that’s often to reason to create some dev-only internal AppIDs)
You can have several via steamcmd — but regular users would never do that.