I'm new to Godot but I'm diving very fast into it. This allowed me to see some points that could be better and the 3.0 release is intended for this.
The use of functions queue_free
and free
is odd to me. The default case is to use queue_free
instead of free
.
So I think that the functions should be renamed:
queue_free
-> free
free
-> force_free
(just a suggestion).
This way, the use of this functions would be more natural, especially for newcomers and also produces a cleaner code, as queue_free
usually just means free
for the user.
When the original free
function is really needed, you can use it with a different name, like force_free
or immediate_free
(the choice of the name I leave for you guys).
This way, you have the default case of free as just free
and the non-ordinary one as the different named free.
IMHO this is kinda a simple change (but an extensively one). I could try to do it myself if that's the case. And it fits good in the breaking changes for GDScript 3.
I don't see problem in free -> force_free but queue_free -> free is not renaming, is changing the meaning to existing word, it can be problematic? Other quest: free is shorter and this is ok, but, is more descriptive?
queue_free means that execution of free is not happened until next frame where all queued objects frees, I dont think its a good idea to rename it. force_free instead free looks more well.
Can't edit on mobile (sorry for doubleposting). Other idea: renaming queue_free -> free_queue y free -> free_forced you have the two options close in autocomplete and don't lose meanings.
maybe rename queue_free to qfree is more ellegant solution ?
I think that abbreviate is not the new style of godot API... By the fact get_pos was renamed get_position... We shouldn't do random abbreviate / un-abbreviate only for the shake of do it. I like actual queue_free. But if renaming my vote goes to free_queue and free_forced for the autocomplete help
I'd vote in favor of free
and free_immediate
(or free_force
, I don't care that much).
Not q_free
though, then better leave it as-is.
I prophesy of this.
there will be someone asks that...
I do
free()
on instance, but I can still access afterfree()
. it's not freed after all.
:) :) sure...
Any way... renaming expressions should be completed before 3.0 launch, i'm wrong? if there are more renaming after launch... gdscript will be version 3 (cool.. Like godot :) ) and C# version 2. Faster than light...
should be completed before 3.0 launch
It should be completed before 20 november, when beta starts and feature freezes
Too much pressure to start now my "free_queue / free_force" campaign ... I'll leave it until the next elections.
I agree with Ranoller in his first post. Renaming free to be more descriptive would be a good idea. I also agree queue_free should not be renamed to free as this will essentially make an API that lies to the person using it.
My personal suggestions would be:
free_queued and free_immediate
This way auto-complete will offer both methods when typing "free".
edit: free_queue (without a 'd') makes it sound like you're freeing a queue of some sort instead of adding this to a queue to be freed in the future, thus free_queued seems better to me.
I think the free_queued
and free_immediate
logic is a good compromise. For beginners, having to figure out why 2 free methods is more logical then why there is a free
method but to use it in practice you should use another to make it free.
I deny my own campaign but I support yours @NathanWarden and @AllanDaemon . Problem is that "the campaign" is the easy part, "pull" the campaign is more complicated (this may not be among the priorities). Some dev might be invocated to this thread to qualified opinion. @akien-mga @reduz
Honestly I think it's good how it is. But that could just be because I'm used to it. The way I see it "free" already implies that it will be immediately gone, and queue_free means that it will be put in a list to free at a later time.
Isn't queue_free
specific to nodes though? How about objects that can only be freed?
(FYI, free
comes from the base class Object
, while queue_free
is found in Node
, which inherits Object
)
@CowThing @Zylann I'd be fine if it stayed how it is also, but if it were to change it would be good to make it as clear as possible what they do. I can see new users being confused and always using "free" on nodes as it's obvious what it does, but queue_free isn't obvious.
However, if the example code and projects all use queue_free and if people in the forums/Q&A/Discord/etc give them correct advice they will learn to generally use queue_free instead for nodes.
So, from a self documenting API perspective changing the name is a good idea. From a practical point of view I think it ultimately doesn't matter too much. :)
new users should read what a method does before using it. also queue_free is actually quite descriptive in my opinion, of course as everything it needs you to know waht it does and when you should use it (there is no way around this).
The autocomplete "thing" of free_immediate /free_queue is a point to considerate too i think, it isn't?
I'm for free() and free_queue(). Not a big change and autocomplete find both.
I don't know if free
and free_queue
would be good alternative names. I think they're a bit more confusing than what we currently have (free_queue
as a name could imply to the user that it's freeing a queue, not queuing a free like queue_free
does). Additionally, I also think it might be a good idea to keep the name the same, so that people coming from 2.1 don't have to relearn how to free a node of all things.
However, if a name change is really really needed (I don't think it is, but if it is), why not something like delete_immediately
(or immediately_delete
) and queue_delete
? I'm suggesting this because of the name of another function we have, is_queued_for_deletion
(basically, has queue_free()
been called for this node during this frame?). This would not only keep the self-describing aspect of the functions and perhaps make it a bit easier for users to understand, but in turn also help users to figure out another function that they may want.
EDIT, I meant to throw this on when originally posting this: In regards to autocomplete finding both, I think that would be an even bigger mess which leaves new people wondering which does what (at least until they read the docs) and which they should use. I think it'd be better to just keep recommending queue_free
(or whatever we name it), because we already describe the difference between the two in queue_free
's documentation and why you'd want to queue it for deletion rather than free it right in that moment.
I agree with @AllanDaemon that queue_free is confusing for beginners who neither understand the idea of a queue nor freeing memory.
However, I'd advocate to keep queue_free and free the same, because of compatibility and they are semantically correct to the operation.
That being said, I would _also_ very much stand behind creating an alias function for queue_free, such as remove
. PHP has both exit
and die
function to do the same thing for example. This would maintain compatibility and make the engine more intuitive to beginners.
What is better for beginners may not be convenient, if beginners learn about how free and the deletion queue works will be better for them in the long term (and they will be beginners for a few weeks anyway, better learn the basics right).
Documentation need clear examples of free, queue_free and remove (the later is the most confusing of all IMO).
I don't think there should be a "remove" that means the same thing as "queue_free". Since Nodes already use "remove_child" to mean removing a child node from the scene tree without freeing it.
I think free
and queue_free
are just fine. If they're confusing, it just means that more documentation should be written about them. free_immediate
or free_now
is redundant, as all Godot methods are run directly when they're processed, unless you call them with call_deferred
(which queue_free
just conveniently wraps for you). As someone mentioned above, if queue_free
was renamed to free
, people would start wondering why they can still access the free
'd node in the same loop.
So nothing to change IMO.
Documentation need clear examples of free, queue_free and remove (the later is the most confusing of all IMO).
What even is remove? First I've heard of it.
And agree fully about documentation.
@Zireael07 I was basically referring to remove_child
, but we can add remove_and_skip
(which is queue_free_and_reparent_children
) and all the other remove_something
.
Beginner story: When I started with godot I learned to use free() to remove/delete a node, but during game jams we got crashes. Then I read about it is better to use queue_free, but also this give sometimes strange problem . Finally we implemented our own free function.
For a beginner it must be clear when to use which function and what are the known problems.
This is a common problem and I've seen it a couple of times too. I am also
in favor of renaming free, but i don't think any of the naming options
convince me that will avoid the problem. Maybe this is also a documentation
problem..
On Fri, Nov 10, 2017 at 10:31 AM, puppetmaster- notifications@github.com
wrote:
Beginner story: When I started with godot I learned to use free() to
remove/delete a node, but during game jams we got crashes. Then I read
about it is better to use queue_free, but also this give sometimes strange
problem . Finally we implemented our own free function.For a beginner it must be clear when to use which function and what are
the known problems.—
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I am also in favor of renaming free, but i don't think any of the naming options convince me that will avoid the problem
Why not use destroy()
? It is short, easy to understand and it fits the purpose.
It is what Unity uses.
Unity actually has the same problem.
The second Debug.Log will still print the name since it has only been queued for deletion at the end of the frame.
C#
Debug.Log(gameObject.name);
Destroy(gameObject);
Debug.Log(gameObject.name);
I think better naming is ideal, but I really don't think it's that big of a deal. Once a beginner runs into this and finds out what's really happening it will likely stick in their memory and no longer be an issue. As long as the example projects contain correct usage most beginners will likely stay with recommended coding conventions.
Unity actually has the same problem.
Agree on that, still "destroy()" is more astraightforward name that "queue_free()", at least for such a common function. Also it avoids a confusion with "free()". :)
I 100% agree, for beginners node.destroy()
would be something I would try before trying node.free()
Agree on that, still "destroy()" is more astraightforward name that "queue_free()", at least for such a common function. Also it avoids a confusion with "free()". :)
No, that's super confusing IMO. destroy
and free
both mean "get rid of that resource and free the memory". If one is queued like in Unity and the other happens immediately, it's a mess.
If you don't like the name free
we could have destroy
(immediate) and queue_destroy
(deferred), but I don't really see the point.
It's starting to look like bikeshedding to me. Semantically free
and queue_free
are correct, and the most explicit way to convey what they do (unless we nitpick on the free/destroy/annihilate naming). We just need better documentation in the classref if it isn't good enough, and maybe a tutorial in the official docs on managing nodes and resources, and explaining what are free
and queue_free
and when to use each.
The example given above from Unity looks very puzzling, nothing in Destroy()
shows that it actually happens in a deferred manner, so I wouldn't take them as reference.
While it is true that once a beginner understands what queue_free
means, then it is easy to associate the label with the meaning, it is only fair to also say that once a more skilled dev understands that destroy
defers deletion until the end of the frame, then they too would associate the label with its meaning.
Moreover, name a popular game engine where "destroy" immediately frees the memory.
Unity's destroy
defers deletion to the end of the frame (https://docs.unity3d.com/ScriptReference/Object.Destroy.html)
Unreal's destroy
defers deletion to the end of the frame (https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/AActor/Destroy/index.html)
Lumberyard's DestroyPhysicalEntity
defers deletion to the end of the frame (http://docs.aws.amazon.com/lumberyard/latest/developerguide/physics-entities.html)
So in fact if destroy _did_ immediately delete, then it would likely confuse the developer by accepted convention of the 3D game dev community. Having an alias like destroy
would only serve to make the transition easier to Godot and offer a semantically more intuitive function for beginners.
I agree that to those of us who are more technical that destroy
and free
mean the same thing, but to a less technical (more artistically minded) person destroy
means "obliterate it out of existence" and free
means "let it go and wander off somewhere". We really need to remember that Godot isn't just for technical people. Artists have used and will use Godot in the future.
An alternative could be to move queue_free() to Object, and rename to
free_immediate() free_deferred() , so both appear to the user when trying
to free stuff. This way we can better documment this behavior in both
GDScript, and the free_immediate() function (where it is documented to use
free_deferred() unless needed)
On Fri, Nov 10, 2017 at 2:36 PM, Nathan notifications@github.com wrote:
I agree that to those of us who are more technical that destroy and free
mean the same thing, but to a less technical (more artistically minded)
person destroy means "obliterate it out of existence" and free means "let
it go and wander off somewhere". We really need to remember that Godot
isn't just for technical people. Artists have used and will use Godot in
the future.—
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so both appear to the user when trying to free stuff
While I'd be cool with moving the function, as I pointed out in my previous comment, I feel intentionally showing both in auto-complete may be even more confusing to the user, at least to new people. Even if we note in the documentation to use free_deferred() unless you really need it, I'm not quite sure it'll be a good idea to have both show up in the auto-complete for just that reason.
While I'd be cool with moving the function, as I pointed out in my previous comment, I feel intentionally showing both in auto-complete may be even more confusing to the user, at least to new people. Even if we note in the documentation to use free_deferred() unless you really need it, I'm not quite sure it'll be a good idea to have both show up in the auto-complete for just that reason.
First time can be confusing, second time you know exactly what method is needed, third time (and the rest of the times) simply you got both methods near in autocomplete and the last 200 times you need to use .free_immediate/deferred are time saved. It´s usability improvement, not only new user guide.
Actually the method queue_free is a bit hidden (and in 2.1 totally undocumented), if a new user need to delete a node, probably type free, destroy ,delete ,etc... in help (results for free are now: Node.queue_free // Object.free, that´s ok) or search directly for free(), destroy(), delete(), etc... in method list... if he/she uses second method, it will not find queue_free, only free().
Last opinion about autocomplete: If the method renaming is free_deferred // free_immediate, and autocomplete follow alphabetical order, free_deferred is first choice, and that is good for new people, because this method shouldn´t crash execution throwing : "....invalid method lost_one_point_of_life() call in null instance....." :):):)
@NathanWarden what I was saying in my previous post is that even "technical people" understand destroy
to mean free deferred, since that's what destroy
means in at least Unreal, Unity, and Lumberyard. This suggests that the convention, even among more experienced game developers is that destroy
means free deferred.
And for the record, I 100% get that Godot is def not a Unity/Unreal clone and should never be. Godot is way too unique and elegant for that. At least to the extent of core features and paradigms. However, there are conventions that don't compromise Godot's specialness that should be considered. Imho destroy
alias is one of them =).
@Oranjoose I agree with you 100% :) and think destroy
is a great option. To clarify my point, I was saying that destroy
is a word that both technical and non-technical people will immediately understand (which is a very good thing), whereas free_*
makes perfect sense to technical people, but may not make sense to those who are inexperienced or non-technical. I say go with the one that makes sense to as many people as possible, which would be destroy
. And like you said, it's a common function/name used in almost every other game engine out there :)
But, with that said, if a person makes Godot their main engine then they will get used to whatever word is used after maybe a few weeks. Not to say that free
and queue_free
are bad, but almost anything mentioned above would be quite a bit better. :)
My two preferences are:
1) destroy
and free
2) free_deferred
and free_immediate
First time can be confusing, second time you know exactly what method is needed, third time (and the rest of the times) simply you got both methods near in autocomplete and the last 200 times you need to use .free_immediate/deferred are time saved. It´s usability improvement, not only new user guide.
This whole paragraph seems to make the assumption that new people will always know which should be used when prompted with the choice (and in reference to your last paragraph, even if they're in alphabetical order). I'm not going to deny that with practice people will figure out which they should use, because how else do you think big name games like GTA V came out on time? What I am denying is the ideas that we can assume every new user will look at the docs (let alone even know they're there), and that even then they'll pick the "right" one (considering that technically neither of them are wrong). That feels like a pretty big assumption, one I don't think we should be making.
Of course, we could always rename them too, but then that needs to be solved somehow, something that we can't do with a simple suggestion.
Might I propose gathering suggestions for new names and throwing out a poll within as many of Godot's discussion channels (Discord, Twitter, the IRC, etc.) as possible? Making sure, of course, to include a "I don't think it should be changed" option. I'm starting to think it'd be a better idea to poll the community on this rather than let a few people choose for them, because then at least we know that the whole community knows of us considering a change of name for such an important function.
Might I propose gathering suggestions for new names and throwing out a poll within as many of Godot's discussion channels (Discord, Twitter, the IRC, etc.) as possible? Making sure, of course, to include a "I don't think it should be changed" option. I'm starting to think it'd be a better idea to poll the community on this rather than let a few people choose for them, because then at least we know that the whole community knows of us considering a change of name for such an important function.
"I don´t think it should be changed"option always win. I will vote for that all time, but this is not reality. I didn´t want fixed_process change, and set_pos change, set_rotd missing, OS -> engine, etc... because i´m user of godot now and this changes invalidate some of my code, but if the changes are going to happen inevitably it is better to try to give an alternative at least better than the current one, it isn´t?
So in fact if destroy did immediately delete, then it would likely confuse the developer by accepted convention of the 3D game dev community. Having an alias like destroy would only serve to make the transition easier to Godot and offer a semantically more intuitive function for beginners.
I don't agree. I don't have any experience with the other game engines you mentioned, and to me if I see destroy
I expect it to destroy the node when the statement is run, not deferred.
Since we're all bikeshedding about what is more user-friendly for first time users (since we all agree that after using it once/reading the docs, there's no issue whatsoever with queue_free
and free
), I would not accept to rename queue_free
to something that hides its deferred nature.
Godot's API is meant to be very explicit about what it does. If other engines are happy with less explicit names hiding the deferred status of the call, that's cool for them, but we don't have to copy them. Many first time Godot users don't have any experience with other engines, we shouldn't assume that copying Unity would make us more user friendly.
If I may suggest a middle-ground without attempting to cause more bikeshedding, could we perhaps add destroy()
as an alias for queue_free()
, and label it as such in the docs? Regardless of how many users we have that don't have prior game engine experience, Godot is directly competing with other engines, and thus we can expect that a good chunk of them might be coming from those other engines - thus, I think it would be a good idea to make the transition smoother through an alias if nothing else.
I don't like aliases personally. Either there's an issue with the current name, and it should be changed (now that we still have the opportunity for 3.0), or it's good enough as is. If we think destroy
is easier to understand than free
, we could have destroy
and destroy_deferred
, autocompletion would make it obvious the first time you type destroy
that the former is not deferred.
Programming in unity is hard and less user friendly than programming in godot. There are other things to copy from unity or unreal, more deeper, not the "user friendliness" that unity doesn't have. With mono we have now the unity hard way of programming, and with visual script the spagetti blueprint way of unreal. Please, don't copy from this engines more, there are better apps (spine, blender...) to inspirate in useful stuff.
@akien-mga
I'm not sure there's a better middle-ground than the alias I suggested, though
I want to avoid forcing people to look through the docs to find the new name. I'd be fine with destroy
and destroy_deferred
if they had the old names as aliases (or the new names were aliases to the old methods) so that people coming from 2.1 don't have to look at the docs to know how to destroy nodes... but you know how that goes.
Plus, if we're really suggesting destroy
and destroy_deferred
, I want to point out how likely it might be that people will bring it up as an issue in the Github and ask it to be switched around (destroy
being the deferred version, and destroy_immediate
being the immediate version). And I don't think it'd be right to just push away the idea because "the current names are explicit, we're not gonna change it."
I don't know what else to suggest to help this issue, because I understand both sides of it and can't justify one side more than I can justify the other. So I guess this comes back around to my suggestion to throw around a vote to our users? Maybe this time, to see if they think an alias would be useful?
@Ranoller
There are other things to copy from unity or unreal, more deeper, not the "user friendlyness" that unity doesn't have.
This user friendliness point, I'm unsure where it came from. Can someone help me with that? The only mention of Unity/Unreal/whatever was in regards to the related function being called destroy
in those engines. Where does the user friendliness of other engines come into play in this conversation?
User friendliness related to code, we throw arguments to api changes, and i throw mine (to this case): the fact that unity have a destroy method doesn't imply that godot need that. Queue_free (or free_deferred) is more descriptive, and any person coming from unity, that can write some code, catch this in 1 second, so thinking in unity users to made api changes (if unity methods have less meaning).. Make sense?
IMHO the current naming make sense.
free()
sounds like the default destructor who simply delete the object and queue_free()
is a more sophisticated function to delete objects.
I can see that free
is very C-like and might throw off people unused to the term. I don't agree that queue_free
should change to remove its deferred nature from the name.
I don't understand the argument about completion to show both, since it already does:
I'm okay with destroy
or delete
, as long as the deferred is explicit in the name. The compatibility with 2.1 is not an issue since it's already broken anyway, people are expected to relearn some stuff for 3.0.
Do we have statistics of how much people were confused by the terms? Or at least some actual examples of confusion (besides the ones in this thread)?
@vnen Statistics? Next semester, I can try things out on my university workshop-based class of 50+ students if you like. None of them are going to have any Godot Engine experience, and I could get to a point where I tell them "okay, we have this ball object. Go figure out how to remove it in the code" and then watch to see how long it takes them to figure it out. Based on anecdotal observations from this semester, I can tell you that they're going to struggle a lot to figure it out by themselves, unless there's a function alias that's more intuitive like destroy
.
I have already done a number of one on one tests with students while developing the curriculum, in order to figure out the parts that students struggle with more. I do this side by side with a different game engine, so that we have a comparison point. There are lots of things Godot does that are more intuitive than other engines, but there are definitely a few pain points. The queue_free
function is one of those aspects that give them a lot of trouble figuring out themselves. It simply doesn't occur to them to search "free", let alone "queue_free". Another pain point, just as an aside, is collision handling (in fact, this one might be the worst for beginners in relation to other engines in my experience).
If have a pretty continuous supply of amateur developers willing to sit down and perform these kinds of user tests if you have any suggestions.
PS: if there is insistence that destroy
be accompanied by some way of explicitly conveying that it defers to the end of frame (which other engines do implicitly), then I recommend avoiding words like "deferred". There are more beginner-friendly words that imply it well enough to the kind of people you're afraid are going to get confused by just destroy
. I don't have a good suggestion, but something like destroy_safely
or set_to_destroy
. If you absolutely _have_ to do destroy_deferred
, then I recommend doing something like Unreal does with a star icon for popular functions or a little text that says "(recommended for most cases)". Sorry for bikeshedding again... You can tell by now my stake in the engine is for getting beginners into game development, and so I have a one-track mind here.
@Oranjoose Please don't take this personally. I'm not saying it doesn't cause confusion (in fact, I said the opposite in my previous post). My point is that we can't simply change it because someone "think" it might cause trouble. We need a foundation to base the claim. If you have it, great! Then we have a real reason to change it.
When someone asks to change something that was in Godot from the very beginning I get a little skeptical because if I don't recall anyone complaining in the over two years I've been following it, I wonder if it's really a general issue. But if new users are indeed struggling with it, especially now that Godot is really gaining popularity, then it's totally fine to change to something more user-friendly.
I still stand my points though: I'm okay with destroy
or delete
and a descriptive name to indicate the deferred nature of it, even if it's a synonym like "delayed" or "stalled". I believe that a descriptive API is better both for beginners and experienced users.
If this change will not be merged before beta, i ask for not do... We want to start writing code in godot 3, please don't rename API after beta.
I like free_immediate and free_deferred, and we could put both in Object
On Nov 18, 2017 8:46 PM, "Ranoller" notifications@github.com wrote:
If this change will not be merged before beta, i ask for not do... We want
to start writing code in godot 3, please don't rename API after beta.
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This discussion is so convoluted that I'm not sure what is the best. It started as the queue
problem, but then the problem was in the word free
too.
Summing up the original point, the issue is that queue_free
is used more often than free
so the name of the former should be simpler.
free_immediate
and free_deferred
make the names more explicit, putting a greater burden in the game programmer to pick the best one for their use case, so it might solve the misuse issue.
As for the word free
, it is very C-like in nature so it might be an issue for people not used to the language, but it is also a established standard (I'm in the fence for that one, since I'm already used to the word).
@reduz
Personally I'm against free_immediate simply because of the awkward way it's named. Explicit or not, it's just... awkward, in my opinion. free_deferred is fine, though. Maybe we'll have free and free_deferred?
@vnen
Just reread one of your comments.
But if new users are indeed struggling with it, especially now that Godot is really gaining popularity, then it's totally fine to change to something more user-friendly.
I'm actually curious if we have any proof that many new users are struggling or might want it changed. I'm not gonna deny that there are users who do think either of those (there's always those people), but I'm curious whether it's actually a small minority or a big majority who think either.
@LikeLakers2
I'm actually curious if we have any proof that many new users are struggling or might want it changed. I'm not gonna deny that there are users who do think either of those (there's always those people), but I'm curious whether it's actually a small minority or a big majority who think either.
That was exactly my point. If a lot of users are struggling, then we have a reason to change. Otherwise it is just void speculation. And AFAIK we don't have data.
TBH renaming queue_free
to free_deferred
is good on its own, since it's consistent with call_deferred
. Moving it to Object
would also give an advantage, so đź‘Ť for both. OTOH free
can remain the same, since for the lack of qualifier it should be obvious that it is immediate.
And we improve the documentation with a better explanation.
@vnen While I like some of the other suggestions, I agree that giving it a name that's consistent with other functions sounds like the best idea. Even if free_deferred
is a little strange at first (and doesn't match other engine's paradigms) it will catch on once new users notice it's used regularly throughout the sample projects and documentation and it will just become second nature.
I like "free" and "free_deferred" too.
I like "free" and "free_deferred" too.
Me too
I like "free" and "free_deferred" too.
That's the same as what we have now, and des not solve the (potential?) problem mentioned above. given the case not sure if it's worth changing anything
Is better to no change nothing yet, there is people making projects, there is people doing tutorials, ... Scripting system could add methods/identifiers but if we change names after beta we will stop people using godot (i know... Godot web says that is not for production, but people don't like only test and there are tons of bugs that only shows the face in deep testing or production...)
@Ranoller either we change it now or we don't change it ever. Beta is not a final version, and even though we try to avoid breaking changes, if it's needed then now is the time to do it.
It seems most people are okay with the current naming, so it'll likely remain the same anyway.
well, it seems most people prefers we don't touch this.
so, closing..
I'm thinking is nathan gdquest, in gamefromscratch and in the people who make demos.... All this work is better pre-oficial release...
Jeje... I start writing with issue open... Slowly writer here!
Most helpful comment
Isn't
queue_free
specific to nodes though? How about objects that can only be freed?(FYI,
free
comes from the base classObject
, whilequeue_free
is found inNode
, which inheritsObject
)