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Expose Vector*
component-wise and scalar min/max
to scripting
#80223
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Regarding the resolved comment above, shouldn't documentation examples, on the contrary, avoid static typing? So no |
Here the typing is static because of the vector types, no, and the specific versions have better performance so would recommend using them whenever reasonable? But can switch back if desired |
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Added note to the documentation in line with #84656 |
Luckily those members have been added in 4.2 (#81819) which is still unreleased so we have a chance to rename them. I would name them |
Great! Was considering that, will make the changes here and see what ends up happening |
Resolved it for the CI here, but would be maybe good to get a dedicated one for C# done for 4.2 anyway I'll go ahead and make one |
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This comment was marked as outdated.
This comment was marked as outdated.
Vector*
component-wise min/max
to scriptingVector*
component-wise min/max
and scalar mini/maxi
to scripting
Vector*
component-wise min/max
and scalar mini/maxi
to scriptingVector*
component-wise and scalar min/max
to scripting
Thanks! |
Thank you! |
Added for convenience, which was mentioned in the PR changing the behavior of the generic
min/max
If the naming is considered confusing we can use
component_max/min
just to make it more clear (though more verbose)Will open a godot-cpp equivalent as wellDone: godotengine/godot-cpp#1197
Vector*
component-wisemin/max
to scripting godot-proposals#7439