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Some unstable or planned rust or godot features may be useful to us when they are stabilized/implemented.
Rust
c string literals, this may simplify/optimize creation of stringy types. currently planned for stabilization in rust 1.77
diagnostic::on_unimplemented, this would let us customize some error messages emitted by the compiler in our proc macros. currently planned for stabilization in rust 1.78.
arbitrary self types, this would let us simplify some method calls by for instance not needing Deref for Gd<Object> to Object
Thanks! It seems like C string literals and on_unimplemented are happening soon enough, but arbitrary self types are nowhere and I wouldn't make anything dependent on them.
We should only track features that are planned to be implemented in the near future, to avoid unbounded and perpetually open issues. We can always create new issues, should arbitrary self types ever get into the language.
On the Godot side, I'd expect typed dictionaries and nullable types to also happen relatively soon (4.4), with structs and traits being a bit further out. But Godot has a significantly better track record on getting things done than Rust (of course also a bit lower stakes) 😉
Some unstable or planned rust or godot features may be useful to us when they are stabilized/implemented.
Rust
diagnostic::on_unimplemented
, this would let us customize some error messages emitted by the compiler in our proc macros. currently planned for stabilization in rust 1.78.Deref
forGd<Object>
toObject
Godot
Dictionary
more likeHashMap<K,V>
Option<Vector2>
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