From d9445c7e80027081bcc11e4c1902329c23f92eea Mon Sep 17 00:00:00 2001 From: Godot Organization <> Date: Wed, 29 Jan 2025 14:24:44 +0000 Subject: [PATCH] =?UTF-8?q?Deploying=20to=20published=20from=20@=20godoten?= =?UTF-8?q?gine/godot-website@756e103aa52a7983bf0df428a86b3762d0056b59=20?= =?UTF-8?q?=F0=9F=9A=80?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- atom.xml | 2 +- priorities/index.html | 3 ++- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/atom.xml b/atom.xml index c2faabcd81..8cfcf062e8 100644 --- a/atom.xml +++ b/atom.xml @@ -1,4 +1,4 @@ -Godot Engine Official2025-01-29T13:07:07+00:00https://godotengine.org/2024 Cherry-picks2025-01-28T17:00:00+00:00https://godotengine.org/article/2024-cherry-picks/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.<style> +Godot Engine Official2025-01-29T14:24:26+00:00https://godotengine.org/2024 Cherry-picks2025-01-28T17:00:00+00:00https://godotengine.org/article/2024-cherry-picks/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.<style> .year-2024-game { display: grid; grid-template-areas: diff --git a/priorities/index.html b/priorities/index.html index 0ed52d7148..cb59325993 100644 --- a/priorities/index.html +++ b/priorities/index.html @@ -72,7 +72,8 @@ unfold_less
  • Implement namespaces for scripting languages

    unfold_more unfold_less

    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.

    But the problem can be found with .NET and GDExtension too. The problem occurs at the registration phase of classes in our internal database.

    With namespaces, plugin developers could use their own class names without worrying about clashing with users’ internal ones.

GDScript

unfold_more unfold_less
  • Polish and ensure that class_name is robust and works in all cases

    unfold_more -unfold_less

    class_name 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.

    Unfortunately, using class_name comes with a few caveats. We do hope to fix these issues in order to give users a better experience with this feature.

  • Improve performance via compilation

    unfold_more +unfold_less

    class_name 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.

    Unfortunately, using class_name comes with a few caveats. We do hope to fix these issues in order to give users a better experience with this feature.

  • Attain full coverage of static type hints

    unfold_more +unfold_less

    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.

    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.

  • Improve performance via compilation

    unfold_more unfold_less

    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.

    info
    Note

    We’re currently investigating whether to compile GDScript, or to use AOT (ahead-of-time) or JIT (just-in-time) compilation techniques.

  • Add traits to GDScript

    unfold_more unfold_less

    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.

.NET

unfold_more unfold_less
  • Enable users to export their C# projects on the Web

    unfold_more