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Godot Organization committed Jan 29, 2025
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<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-01-29T13:07:07+00:00</updated><id>https://godotengine.org/</id><entry><title>2024 Cherry-picks</title><link href="https://godotengine.org/article/2024-cherry-picks/"/><updated>2025-01-28T17:00:00+00:00</updated><id>https://godotengine.org/article/2024-cherry-picks/</id><summary>Over the course of 2024, the Godot project has amassed more new features and community highlights than any one person can keep track of. To ensure you did not miss anything essential, we have selected a few memorable moments and key updates to revisit together.</summary><content type="html">&lt;style>
<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-01-29T14:24:26+00:00</updated><id>https://godotengine.org/</id><entry><title>2024 Cherry-picks</title><link href="https://godotengine.org/article/2024-cherry-picks/"/><updated>2025-01-28T17:00:00+00:00</updated><id>https://godotengine.org/article/2024-cherry-picks/</id><summary>Over the course of 2024, the Godot project has amassed more new features and community highlights than any one person can keep track of. To ensure you did not miss anything essential, we have selected a few memorable moments and key updates to revisit together.</summary><content type="html">&lt;style>
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<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=category-content><ul class=element-list><li class=element-list-item><div id=implement-namespaces-for-scripting-languages class=element><details class=element-main><summary class=element-title><div class=text><div class="element-title-container element-title-container-title-text"><div class=element-title-text><p>Implement namespaces for scripting languages</div></div><div class="element-title-container element-title-container-anchor"><a class=element-title-anchor href=#implement-namespaces-for-scripting-languages><span class=anchor-icon></span></a></div></div><div class=element-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=element-content><div class=element-description><p>One of the main complaints of the GDScript language is the lack of namespaces. A namespace is a way to group code by a common name. This permits the reuse of classes using the same name, as long as they can be differentiated by their namespace.<p>But the problem can be found with .NET and GDExtension too. The problem occurs at the registration phase of classes in our internal database.<p>With namespaces, plugin developers could use their own class names without worrying about clashing with users’ internal ones.</div><div class=element-details></div><div class=element-edit></div></div></details></div></ul></div></details></div></div><div id=gdscript class="category level-2"><div class=container><details class=category-details open><summary class=category-summary><div class=category-anchor-container><a class=category-anchor href=#gdscript><span class=anchor-icon></span></a></div><h3 class=category-title><div class=category-title-text>GDScript</div></h3><div class=category-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=category-content><ul class=element-list><li class=element-list-item><div id=polish-and-ensure-that-classname-is-robust class=element><details class=element-main><summary class=element-title><div class=text><div class="element-title-container element-title-container-title-text"><div class=element-title-text><p>Polish and ensure that <code class="language-plaintext highlighter-rouge">class_name</code> is robust and works in all cases</div></div><div class="element-title-container element-title-container-anchor"><a class=element-title-anchor href=#polish-and-ensure-that-classname-is-robust><span class=anchor-icon></span></a></div></div><div class=element-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=element-content><div class=element-description><p><code class="language-plaintext highlighter-rouge">class_name</code> is an handy feature. It permits the user to name their classes and refer to it directly instead of having to preload the class using its path.<p>Unfortunately, using <code class="language-plaintext highlighter-rouge">class_name</code> comes with a few caveats. We do hope to fix these issues in order to give users a better experience with this feature.</div><div class=element-details><div class="detail-block trackers"><div class=detail-block-header><div class=icon><span class="material-symbols-outlined list_alt_check">list_alt_check</span></div><div class=label><span>Trackers</span></div></div><div class=detail-block-content><ul><li><a href=https://github.com/godotengine/godot/issues/99766>[TRACKER] GDScript <code class="language-plaintext highlighter-rouge">class_name</code> #99766</a></ul></div></div></div><div class=element-edit></div></div></details></div><li class=element-list-item><div id=improve-performance-via-compilation class=element><details class=element-main><summary class=element-title><div class=text><div class="element-title-container element-title-container-title-text"><div class=element-title-text><p>Improve performance via compilation</div></div><div class="element-title-container element-title-container-anchor"><a class=element-title-anchor href=#improve-performance-via-compilation><span class=anchor-icon></span></a></div></div><div class=element-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=element-content><div class=element-description><p><code class="language-plaintext highlighter-rouge">class_name</code> is an handy feature. It permits the user to name their classes and refer to it directly instead of having to preload the class using its path.<p>Unfortunately, using <code class="language-plaintext highlighter-rouge">class_name</code> comes with a few caveats. We do hope to fix these issues in order to give users a better experience with this feature.</div><div class=element-details><div class="detail-block trackers"><div class=detail-block-header><div class=icon><span class="material-symbols-outlined list_alt_check">list_alt_check</span></div><div class=label><span>Trackers</span></div></div><div class=detail-block-content><ul><li><a href=https://github.com/godotengine/godot/issues/99766>[TRACKER] GDScript <code class="language-plaintext highlighter-rouge">class_name</code> #99766</a></ul></div></div></div><div class=element-edit></div></div></details></div><li class=element-list-item><div id=attain-full-coverage-of-static-type-hints class=element><details class=element-main><summary class=element-title><div class=text><div class="element-title-container element-title-container-title-text"><div class=element-title-text><p>Attain full coverage of static type hints</div></div><div class="element-title-container element-title-container-anchor"><a class=element-title-anchor href=#attain-full-coverage-of-static-type-hints><span class=anchor-icon></span></a></div></div><div class=element-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=element-content><div class=element-description><p>Static type hints are a well loved feature in GDScript, as not only does it improve performance, but it lowers the amount of possible typing issues.<p>We intend to implement static typing for areas that currently lack them. We are thinking about typed dictionaries (already merged for 4.4) and enforcing the typing of signals.</div><div class=element-details><div class="detail-block prs"><div class=detail-block-header><div class=icon><span class=godot-icon-git-pull-request></span></div><div class=label><span>Pull requests</span></div></div><div class=detail-block-content><ul><li><a href=https://github.com/godotengine/godot/pull/78656>Implement typed dictionaries #78656</a></ul></div></div></div><div class=element-edit></div></div></details></div><li class=element-list-item><div id=improve-performance-via-compilation class=element><details class=element-main><summary class=element-title><div class=text><div class="element-title-container element-title-container-title-text"><div class=element-title-text><p>Improve performance via compilation</div></div><div class="element-title-container element-title-container-anchor"><a class=element-title-anchor href=#improve-performance-via-compilation><span class=anchor-icon></span></a></div></div><div class=element-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=element-content><div class=element-description><p>While GDScript is fast enough to operate as glue between nodes and program basic logic, its performance is lackluster when it comes to pure data crunching. We would like to improve the processing capabilities of the language and its run-time.</div><div class=element-details><div class="detail-block note"><div class=detail-block-header><div class=icon><span class="material-symbols-outlined info">info</span></div><div class=label><span>Note</span></div></div><div class=detail-block-content><p>We’re currently investigating whether to compile GDScript, or to use <a href=https://en.wikipedia.org/wiki/Ahead-of-time_compilation>AOT (ahead-of-time)</a> or <a href=https://en.wikipedia.org/wiki/Just-in-time_compilation>JIT (just-in-time)</a> compilation techniques.</div></div></div><div class=element-edit></div></div></details></div><li class=element-list-item><div id=add-traits-to-gdscript class=element><details class=element-main><summary class=element-title><div class=text><div class="element-title-container element-title-container-title-text"><div class=element-title-text><p>Add traits to GDScript</div></div><div class="element-title-container element-title-container-anchor"><a class=element-title-anchor href=#add-traits-to-gdscript><span class=anchor-icon></span></a></div></div><div class=element-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=element-content><div class=element-description><p>The main way to reuse code when writing code in GDScript is to use inheritance. While it works well for the most part, it leaves developers to rewrite a lot of code when that method cannot be used. So traits is the path we’re going forward to solve that issue.</div><div class=element-details><div class="detail-block proposals"><div class=detail-block-header><div class=icon><span class=godot-icon-zap></span></div><div class=label><span>Proposals</span></div></div><div class=detail-block-content><ul><li><a href=https://github.com/godotengine/godot-proposals/issues/6416>Add a Trait system for GDScript #6416</a></ul></div></div></div><div class=element-edit></div></div></details></div></ul></div></details></div></div><div id=dotnet class="category level-2"><div class=container><details class=category-details open><summary class=category-summary><div class=category-anchor-container><a class=category-anchor href=#dotnet><span class=anchor-icon></span></a></div><h3 class=category-title><div class=category-title-text>.NET</div></h3><div class=category-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=category-content><ul class=element-list><li class=element-list-item><div id=enable-users-to-export-their-csharp-projects-on-the-web class=element><details class=element-main><summary class=element-title><div class=text><div class="element-title-container element-title-container-title-text"><div class=element-title-text><p>Enable users to export their C# projects on the Web</div></div><div class="element-title-container element-title-container-anchor"><a class=element-title-anchor href=#enable-users-to-export-their-csharp-projects-on-the-web><span class=anchor-icon></span></a></div></div><div class=element-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
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