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Rename RayShape
to SeparationRayShape
#711
Comments
Tracking renames is probably better done in the issue @Jummit linked. You generally don't need to write a formal proposal for this 🙂 |
This is probably better to be tracked by godotengine/godot#16863 as suggested. I've done some refactoring to make the transition more consistent: godotengine/godot#39209. I feel like the renaming itself asks for more underlying renamings, and I don't feel like doing this myself (honestly). 🙂 |
I'm actually confused by this new name. Why |
There's a PR godotengine/godot#51896, so I assume this change is desired, so reopened. |
Describe the project you are working on:
Godot Engine
Describe the problem or limitation you are having in your project:
There are certain confusion over the real intention and usage of the classes.
Describe the feature / enhancement and how it helps to overcome the problem or limitation:
Renaming the classes to reflect the intended usage shall resolve the confusion. In this case, explicit is better than implicit.
Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:
Renaming is already suggested by official article as in:
https://godotengine.org/article/godot-31-will-get-many-improvements-kinematicbody
Alternatively, it may be worth implementing #333 and just rename this to
SeparationShape
which would accept any existing shapeShape
(or just allow any shape to act as separation shape for that matter). Marginally related proposal forShapeCast
node: #710.If this enhancement will not be used often, can it be worked around with a few lines of script?:
Possible to create a script wrapper over the existing class.
Is there a reason why this should be core and not an add-on in the asset library?:
People should not get confused between ray casting and ray shapes used for physics separation and should be advertised by the engine devs instead.
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