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Deprecate Resource.setup_local_to_scene
#67082
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Deprecate Resource.setup_local_to_scene
#67082
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Rebased. Bumped. |
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Makes sense, but the method can't be removed, because it breaks compatibility. You can deprecate it and make no-op. |
As a reminder, deprecating means that the functionality still exists, but may be removed in the future. If it's made no-op, there's no point in keeping it, as it breaks compatibility anyway (breaks projects that use it). |
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As edited above: This PR has been updated to deprecate instead of removing. Compatibility is no longer broken because the method still works, but use is discouraged. |
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Good riddance. Also modifies a note in ViewportTexture
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Merged too soon? I suppose the description can be changed on the other PR. |
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Yeah I forgot to remove it from my merge queue after commenting :) |
setup_local_to_sceneResource.setup_local_to_scene
This PR has been updated to deprecate instead of removing. Compatibility is no longer broken because the method still works, but use is discouraged.
Continuation of #67080 and in a way, #67072.
To quote myself from Godot's RocketChat:
Above, I mentioned that it was a struggle to explain properly. And that is because it currently does something really trivial: emit the
setup_local_to_scene_requestedto potentially perform custom user logic. But internally, it is expected to be called only once duringPackedScene.instantiate().Because the user may also call it whenever they want, they need to understand the occasion the engine expects it to be called. Specifically, deserialization of a
local_to_sceneresource. But again, if the user is writing custom serialization for a Resource for whatever reason, they will write their own methods to do it, without ever callingsetup_local_to_scene!In conclusion, good riddance, please!... See you in Godot 5...!