Skip to content
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

mono: add IsInstanceValid(), move WeakRef() #20890

Merged
merged 1 commit into from
Aug 14, 2018

Conversation

KellyThomas
Copy link
Contributor

No description provided.

@neikeq
Copy link
Contributor

neikeq commented Aug 12, 2018

Do you think this may be better as a static method in Godot.Object instead of Godot.GD? This way the class prefix won't be needed when calling it from Godot.Object derived classes, which I think is the majority of the time.

@neikeq neikeq added this to the 3.1 milestone Aug 12, 2018
@aaronfranke
Copy link
Member

aaronfranke commented Aug 13, 2018

@neikeq If you make an extension to Godot.Object, it may be best to merge this PR first.

@KellyThomas
Copy link
Contributor Author

KellyThomas commented Aug 13, 2018

@neikeq I agree with that reasoning and have moved it over to the Object class.

By the same logic we could consider moving FuncRef() and WeakRef() as well. What do you think?

@aaronfranke I will be happy enough to rework this to suit #20707 if required.

@neikeq
Copy link
Contributor

neikeq commented Aug 13, 2018

By the same logic we could consider moving FuncRef() and WeakRef() as well. What do you think?

The reason to have IsInstanceValid in Object was not only because it makes it less verbose to use, but also that the method is related to this class. FuncRef() is not related to Obect. WeakRef() sounds good.

@KellyThomas KellyThomas changed the title mono: add IsInstanceValid() mono: add IsInstanceValid(), move WeakRef() Aug 14, 2018
@KellyThomas
Copy link
Contributor Author

OK, I have moved WeakRef() over.

@neikeq neikeq merged commit d7b9fcd into godotengine:master Aug 14, 2018
@neikeq
Copy link
Contributor

neikeq commented Aug 14, 2018

Thanks!

@akien-mga
Copy link
Member

Now that Godot 3.1 has been released, we don't plan to cherry-pick new features and enhancements to the 3.0 branch, unless there is very strong support in favor of it. Removing cherrypick label for 3.0.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

4 participants