0.6.0 #159
gilzoide
announced in
Announcements
0.6.0
#159
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Built platforms: Windows, Linux, macOS, iOS, Android, Web
Added
Array[some_type]()Dictionary[key_type][value_type]()is_instance_validutility function when openingGODOT_UTILITY_FUNCTIONSlibraryLuaParser,LuaAST,LuaASTNodeandLuaASTQueryclassesChanged
LuaScriptInstance's data table is passed asselfto methods instead of their ownerObjectLuaScripts now have a "Import Behavior" property, defaulting to "Automatic"Lua code that looks like a Godot script is one that ends by returning a named variable (
return MyClassVariable) or a table constructed inline (return {...})LuaScriptInstancemethods are now converted to Callable, so they can be more easily passed to Godot APIs such asSignal.connectFixed
LuaScriptInstance<->LuaState, avoiding leaks ofLuaScriptsLuaScriptProperty<->LuaState, avoiding memory leaksexport:<Object#null>) tonilwhen passing them to Lua<Freed Object>) tonilwhen passing them to LuaLuaJIT core/library version mismatcherrors in LuaJIT buildsLuaScriptResourceFormatLoader::_loadnow respects the cache mode, fixing "Another resource is loaded from path 'res://...' (possible cyclic resource inclusion)." errorstypeof,Variant.is,Variant.get_type,Variant.booleanize,Variant.duplicate,Variant.get_type_name,Variant.hash,Variant.recursive_hashandVariant.hash_compareaddons/lua-gdextension/build/.gdignorefile was added to the distributed build.This fixes import errors when opening the Godot editor with the LuaJIT build.
This discussion was created from the release 0.6.0.
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