While we are arguing for days why we don't want Construct to be even further black boxed, the creator and technical lead of Godot just started a Youtube series where he explain in details the Engine internals.
Once again, repeating myself, source code is not an API. We are talking here about an extensibility system where a first-party codebase interacts with separately installed third-party modules through a defined interface with encapsulation. There's that, and then there's getting a copy of the entire codebase in a game engine, which is something entirely different.
So you guarantee the runtime will never be obfuscated like the Editor SDK ? Just better encapsulation but everything will still be readable for us ?
I haven't been talking about obfuscation here, only encapsulation. I am not sure where you got the obfuscation point from. Even so, as the warning has always said - we reserve the right to change undocumented features at any time. So the very purpose of the warning is to say "we might do that, and take the possibility seriously".
isn't the best way to deal with it is to FIRST make improvements to the SDK with an active cooperation with 3rd party dev during several months/years and only then starting to progressively encapsulating ?
No, because the current SDK is unmaintainable and risks disaster, and the longer it is used, the greater the risk.
Add a license to get an unecapsulated version of C3.
I think this thread has shown, if we say "don't do XYZ, it's unsupported and we won't help you", in the end people do it anyway and then still expect us to help them. We had a warning specifically reserving the right to change and remove all undocumented features at any time and say "tough luck" to those affected, but in the end, in practice, doing so is not feasible because of the backlash, and we are going to have to go to great lengths to avoid the consequences of doing the very thing we warned we might do - an outcome the warning was also meant to avoid. In practice saying "this is not supported" is not realistic as at the end of the day customers facing disaster end up begging us for help anyway, and we usually still try to help them because are we just going to refuse to help them finish a project they had been working on for years? So the commercial reality of running a business like ours is you end up helping everyone anyway, even if they did things you specifically warned against; the only way to prevent that happening is to enforce it with measures like encapsulation that make it as hard as possible to get to the internals and prevent anyone doing the unsupported stuff in the first place.
Some companies provide source code. Good luck to them - it sounds like a nightmare to me. Perhaps they just have enough staff to support the desperate customers who get themselves in to a huge mess, or maybe they really do just say "tough luck", but I don't know how they would get away with that in practice. If you decide you absolutely require access to source code for your game, then perhaps Construct is not the right tool for you - there are tools out there which provide that, and it's not something we intend to do for Construct. We do intend to have a public, documented, supported API with encapsulation though, which anyone can do anything they like with, and we promise to support indefinitely.