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Make gdscripts support Unicode identifiers #51345

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Make gdscripts support Unicode identifiers #51345

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zj1d
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@zj1d zj1d commented Aug 7, 2021

Make gdscripts support Unicode identifiers
e.g. Chinese Japanese Korean emoji
This is friendly for multilingual developers
Fixes: #24785, godotengine/godot-proposals#916
#916

zj1d added 2 commits August 7, 2021 11:40
Make gdscripts support Unicode identifiers 
e.g. Chinese Japanese Korean emoji
Make gdscripts support Unicode identifiers
@zj1d zj1d requested a review from a team as a code owner August 7, 2021 03:52
@fire
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fire commented Aug 7, 2021

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.

@nobodxbodon
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@fire the proposal is Allow Unicode characters in GDScript identifiers

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fire commented Aug 7, 2021

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.

All identifiers in the Python standard library MUST use ASCII-only identifiers, and SHOULD use English words wherever feasible (in many cases, abbreviations and technical terms are used which aren't English). In addition, string literals and comments must also be in ASCII. The only exceptions are (a) test cases testing the non-ASCII features, and (b) names of authors. Authors whose names are not based on the Latin alphabet MUST provide a Latin transliteration of their names.

@zj1d zj1d requested a review from a team as a code owner September 11, 2021 05:56
@Calinou
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Calinou commented Sep 11, 2021

@zj1d Out of curiosity, why did you add a new workflow to GitHub Actions?

@zj1d
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zj1d commented Sep 11, 2021

Sorry, I made a mistake. I don't know how to cancel it

@vnen
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vnen commented Sep 11, 2021

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.

@akien-mga akien-mga modified the milestones: 4.0, 4.x Jan 19, 2023
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vnen commented Jan 19, 2023

Superseded by #71676

@vnen vnen closed this Jan 19, 2023
@vnen vnen removed this from the 4.x milestone Jan 19, 2023
@vnen vnen added the archived label Jan 19, 2023
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Add support for Unicode characters in GDScript identifiers
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