-
-
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
[TRACKER] More API renames for Godot 4.0 #54161
Comments
Suggested renamesClassesMethodsPropertiesSignalsEnumsConstantsTheme properties |
A comment: With current names you should keep in mind the difference (and/or periodically read the docs to remember the difference). |
@arkology For reference, there is a PR for renaming
|
Suggestion: rename the GlobalScope We may want to go through all constants that contain Edit: Done in #54571. |
Shader builtin matrices rename suggestionsSpatial Shaders
CanvasItem Shaders
|
Here is list of all classes, signals, functions etc. exposed in GDScript from Godot 3 and 4 - I used this for creating script converter, but maybe this will help to see what thing needs to be renamed Godot 3 62f56af Godot 4 b2ab5cb |
I'm not sure what I would replace it with, but |
|
It's a big one, but may I submit |
Should we rename the |
@Calinou I think |
I have posted this in the big issue and imho this should be fixed as its arguably beyond taste, you could consider it a bug:
A few more thoughts in the original comment. |
VSeparator and HSeparator seem to be semantically flipped: I understand that VSeparator stretches visually up and down, but it separates things on the horizontal axis and serves as a child of a horizontal stack. I feel like the visual, in-editor dimensions of the VSeparator are less important for meaningful/consistent naming than the actual purpose it serves---that of being a horizontal separator. Same goes for HSeparator. |
Not gonna lie, the current naming makes more sense to me. It's a separator that's vertical. Very self-evident. |
Ah, maybe it's just me, then. Has thought been given to consolidating both into a single
What about naming it in accordance with conversion methods elsewhere in the engine, as |
I just realized that @clayjohn's sugggestions imply that the project/unproject weirdness is consistent with with the current namings/definitions of (INV_)CAMERA_MATRIX, which are apparently equally inverted compared to the convention. It doesn't take long to find people being confused about this, too. It also makes my rambling about the documentation being incorrect incorrect, as it clearly is all consistent throughout Godot, albeit the opposite of the convention everywhere else. I guess @clayjohn's proposal fixes this issue without confusing the community that has gotten used to this. I would like to add that those references to these matrices in the documentation should also be changed at some point. I.e. where it currently says "the camera projection" in |
See also godotengine/godot-proposals#2885 (comment), #49701 (comment), it seems some people aren't keen on |
Also: |
I was just about to file a bug report as I stumbled upon this. The naming is absolutely wrong, an unprojection is transfering from vector space Rn to Rn+1 .. hence 2D to 3D or 3D > 4D (homogeneous coordinates) |
Thanks for pointing this out. Honestly, I got really frustrated with many of the camera related concepts going against the common convention in computer graphics. I kept running circles for exposing the projection matrix but the argument was it is too complicated and thus Godot is stuck with the heavy parameterization of the intrinsic camera parameters. I would have hoped that 4.0 is a chance to change this. |
Theme font colors have different verb tenses. The font colors for the Button Node are So either The first makes more sense because it expresses an action that is currently happening that changes the font color. |
I made this proposal in the process of refactoring PathFollower2D/3D. I fell the change of Stage 1 is essential, Stage 2 is more a matter of personal tastes. What you guys think? The gist is: stage 1:
for
stage 2: for |
I prefer "v" and "h" are used so frequently across the engine (and other programs as well), that it's easy to see a couple of them as shortened "vertical" and "horizontal". On the other hand, the meaning of the "f" in But now that I think about it, can't |
How about...? |
It'd be a lot more straightforward to convert those to a single |
Why are there
|
Most of the places where Any of the places that use separate |
I am ok with that. And I changed the proposal accordingly.
I totally agree. Hope 4076 could follow through. |
We had a small discussion on discord on function name It appends one string to another as a subpath with '/' as seperator. The name Examples:
There was also the suggestion of removing plus_file and make it a part of a dedicated class. Is this something that should be renamed/removed before 4.0? |
Godot 4 supports static methods in built-in classes, so it could actually just be |
@Scraphead There is already a |
Yeah, rename for now. Some other names from discord. If any caches your fancy. "a".path_join("b")
"a".combine_path("b")
"a".concat_path("b")
"a".append_path("b")
"a".add_subpath("b") I'll make a proposal for a dedicated path manipulation class later. |
why not |
String already have a |
I find |
If you are used to it, its sort of fine, but the method name did not stand out to me when combining directory paths. I can agree on not using the name I would be pleased with the name |
This issue isn't for discussion. The |
Also relevant: PascalCase naming inconsistencies with C# - #28748. |
As discussed in a maintainers meeting today, we'll be bikeshedding over the renames that have been PR'd this Thursday. Anything that didn't make the cut, c'est la vie! We need to draw the line somewhere, and the timeframe for the beta means we need to do it now. For all intents and purposes, this tracker has served its purpose and is now closed. Thanks for all the suggestions! Wait for reviews on the relevant PRs, or join the meeting on Thursday if you have strong opinions in favor or against that you'd like to voice! PS. You can see the time of the meeting in the shared calendar: https://calendar.google.com/calendar/u/0/r?cid=dXBwOGIwZXU0a3BlZjFjNTB2dTJmM2tjOGNAZ3JvdXAuY2FsZW5kYXIuZ29vZ2xlLmNvbQ |
is this moved to separate issue, and tracked / tagged against any future release ? |
This is a follow-up to the mega tracker #16863 which we've used for the past 3 years to keep a list of things we'd like to rename in the API for Godot 4.0.
Many of these renames have been done, some are still pending with open PRs, others might actually not be wanted, as we didn't do thorough discussion of all proposals on that issue.
Now that we're getting closer to the 4.0 release, it's time to give this a second look, and start anew from the current API.
Are there more classes, methods, properties, or signals, which have an awkward name and could be improved before we freeze the API to preserve compatibility?
Here's my workflow proposal for this tracker:
Important: This tracker is only for API renames. I.e. changing a name to another name, not changing behavior, adding/removing logic, etc. Anything that changes the behavior of the engine should be discussed in a proposal on https://github.com/godotengine/godot-proposals.
For this tracker, let's also exclude suggestions for changes in the Project Settings and Editor Settings. Those should probably have their own trackers, as the settings do need a cleanup for 4.0.
Approved renames
None yet.
The text was updated successfully, but these errors were encountered: