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Unhide hidden members by renaming them and rebind Mesh enums #36382
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Now called get_tracker_type and get_tracker_name
"Flags" was a bit too ambiguous, and in 3D it hid GeometryInstance.Flags
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
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This was referenced Oct 9, 2024
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The entire purpose of this PR is to break compatibility. It benefits the scripting API due to not having members shadow one another, and it increases verbosity. For details, see #15763 (comment), but this PR does not close that issue since there are still a few other things.
Rename XR
get_type
andget_name
toget_tracker_type
andget_tracker_name
.Rename CPUParticles/CPUParticles2D/ParticlesMaterial
Flags
enum toParticleFlags
.Rename PathFollow2D
rotate
bool torotates
.Rebind Mesh/ArrayMesh enums based on where they are used and to not have a duplicate
ArrayType
enum.Rename LightOccluder2D
light_mask
tooccluder_light_mask
to avoid maskinglight_mask
.Rename RD uniform
type
touniform_type
(newly exposed in April 2020).Rename RD texture
type
totexture_type
(newly exposed sometime in mid-2020).Rename EditorNode3DGizmoPlugin
get_name
toget_gizmo_name
.In a nutshell, we should avoid ambiguous words like
name
andtype
andflags
. For example, with RDUniformtype
, how do you know that "type" refers to a variable of type enumRenderingDevice.UniformType
? Maybe it could be the type of the variable in VariantTYPE
(soVariant::INT
)? Maybe it could be some way to express the struct typeRDUniform
? What if you just havevar u
in GDScript and thenu.type
with no mention of "Uniform"? We should try to write things to be self-evident and not confusing. Also,type
in a getter isget_type
, which in C# would beGetType()
, which conflicts with C#'sGetType()
.