-
-
Notifications
You must be signed in to change notification settings - Fork 21.4k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Rename some arguments called "position" #89721
Conversation
resolve godotengine/godot-proposals#5715 has a broader scope than #78864 |
Wanting the dotnet team to take a look concerning renaming and compatibility, I forget the specifics on what constitutes breaking compatibility there (as this is a non-critical change) |
AFAIK |
Signal changes won't break compat in C#, lambda parameter names don't have to match. Changes to method parameters will break source compat but only if the call-site is using named parameters, not sure how common that is but I find it unlikely here specially since AFAIK a virtual method like |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Currently users get a "shadowing" warning for simply "doing the right thing". This should be fixed.
As mentioned above, compatibility is likely no problem.
While I would prefer event_position
in CollisionObject3D
to account for InputEventScreenDrag
and InputEventScreenTouch
, I guess mouse_position
is also fine, because it covers the largest part of use-cases.
I'd rather go with |
Thanks! |
When you connect Tree's
empty_clicked
argument to the same Tree or just any Control node, you will get a warning that the argumentposition
of the newly generated callback shadows a property.I went and renamed all arguments that could cause such warning.
Bugsquad edit: Closes godotengine/godot-proposals#5715