![]() Note: This message is being copy-pasted to many "stale" issues (90+ days without activity). Our Bugsquad will review this issue more in-depth in 15 days, and potentially close it if its relevance could not be confirmed. This greatly speeds up debugging and bugfixing tasks for our contributors. We still have hundreds of issues whose relevance/reproducibility needs to be checked against the current stable version, and that's where you can help us.Ĭould you check if the issue that you described initially is still relevant/reproducible in Godot 3.0 or any newer version, and comment about it here?įor bug reports, please also make sure that the issue contains detailed steps to reproduce the bug and, if possible, a zipped project that can be used to reproduce it right away. We released Godot 3.0 in January 2018 after 18 months of work, fixing many old issues either directly, or by obsoleting/replacing the features they were referring to. ![]() It might work such that i can do what i wanted to do in the first place :-)įirst of all thank you for your report and sorry for the delay. to quote the hhgtth: "this is obviously some new meaning of the word static i wasn't previously aware of." So now that i see the example at i am super confused. (i see the bit about thread safety but actually how that reads is "we'll take away something you would expect to have especially since there's static functions, because our internal workings are too mysterious and haven't been thought out well enough to let static variables exist.) I might be utterly misunderstanding what static means in gdscript but it looks to me more like class-members instead of the c static keyword. (of course on the other hand i agree that objects are little computers and class level variables as well as instance members are all in a sense global from the perspective of the methods, so "global" as a pejorative is true depending on what level of scale one is talking about.) You are trying to reduce the load time of your scene.I am confused by this thread. ![]() Consider a scene a serialized Node with properties and children. For this use case, you would have code that instantiates a scene, as shown previously.
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