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

Renames Type to OpType in VisualShaderNodeMultiplyAdd #42078

Merged
merged 1 commit into from
Sep 29, 2020

Conversation

Chaosus
Copy link
Member

@Chaosus Chaosus commented Sep 15, 2020

To prevent possible conflicts with C# and other languages.

To prevent possible conflicts with C# and other languages.
@Chaosus Chaosus requested a review from a team as a code owner September 15, 2020 08:06
@Chaosus Chaosus added this to the 4.0 milestone Sep 15, 2020
@Chaosus Chaosus removed the request for review from a team September 15, 2020 08:09
@Chaosus
Copy link
Member Author

Chaosus commented Sep 16, 2020

However, there are some other classes with "get_type" :
image

I tested it with C# and notice that object.GetType is just getting replaced by the custom GetType with no conflicts (but this prevents usage of common GetType). I'm not sure whether this change is really needed, or it's needed for all of these classes too, cc @neikeq

@neikeq
Copy link
Contributor

neikeq commented Sep 16, 2020

I'm not against this rename, but IMO we should make the C# bindings generator detect the name and change it to GetType_ or something else.

@aaronfranke
Copy link
Member

@Chaosus Please see #36382 for renaming other instances of type and get_type and more.

@akien-mga akien-mga merged commit bebf424 into godotengine:master Sep 29, 2020
@akien-mga
Copy link
Member

Thanks!

@Chaosus Chaosus deleted the vs_rename_type branch September 29, 2020 08:41
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