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Make gdscripts support Unicode identifiers #51345
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Make gdscripts support Unicode identifiers e.g. Chinese Japanese Korean emoji
Make gdscripts support Unicode identifiers
Thank you for your first proposal! Hope this is not too harsh. Is there a proposal for this? Why would we want this? What harm can it do? https://github.com/godotengine/godot-proposals/ A previous rejection was here. #24785 (comment), please add to the proposal why those arguments are resolved. Will close due to lack of a proposal after a few days. |
@fire the proposal is Allow Unicode characters in GDScript identifiers |
The proposal mentions following UAX#31 standard as an approach for adding Unicode identitiers. Will need to read more on it. https://www.unicode.org/reports/tr31/ See also https://www.python.org/dev/peps/pep-3131/ This policy guideline from Python can help reassure @akien-mga's concerns about Unicode identifiers. We can also adopt this policy for Godot Engine.
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@zj1d Out of curiosity, why did you add a new workflow to GitHub Actions? |
Sorry, I made a mistake. I don't know how to cancel it |
I already voiced my concerns about this on godotengine/godot-proposals#916 (comment). I would like to hear more opinions on this. While this solution is the easy way out, I'm not convinced it won't cause troubles for users which can be quite hard to find in some circumstances. People already have trouble with indentation when copy-pasting code, this would lead to worse issues, I believe. But if more people are on board with the "let me use anything I want, users can deal with potential problems" solution, then fine. |
Superseded by #71676 |
Make gdscripts support Unicode identifiers
e.g. Chinese Japanese Korean emoji
This is friendly for multilingual developers
Fixes: #24785, godotengine/godot-proposals#916
#916