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Improved description of annotations
Removes an unnecessary and potentially confusing comparison of annotations to keywords and generally improves wording in the GDScript Basics tutorial. A new page to the Contributing section has been added for scripting development guidelines. This new page hosts suggestions on when annotations should be implemented in GDScript.
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@@ -23,6 +23,7 @@ This section covers the basics that you will encounter in (almost) every source
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inheritance_class_tree
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internal_rendering_architecture
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2d_coordinate_systems
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scripting_development
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Extending Godot by modifying its source code
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--------------------------------------------
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@@ -0,0 +1,38 @@
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.. _doc_scripting_development:
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Scripting development
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=====================
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GDScript
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--------
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Annotation guidelines
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~~~~~~~~~~~~~~~~~~~~~
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..
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This description intentionally avoids mention of implementation and
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compilation details because these are often inconsistent between annotations
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Create annotations for modifiers that act on the script or its code.
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Addionally, create annotations for behavior that is specific to the Godot
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engine and editor; if the primary purpose is to affect the way that the engine
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or editor treats or interacts with the script, implement the token as an
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annotation.
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Do not create annotations for general programming language features.
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::
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# Affects how the editor treats this script.
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@icon("res://path/to/class/icon.svg")
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# Affects how the engine interacts this script.
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@onready var character_name = $Label
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# static is a general programming language feature.
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static var num_players = 2
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For historical reasons, some existing annotations and keywords do not strictly
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follow these guidelines. Choosing between implementing a feature as an
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annotation or as a language keyword is a nuanced decision that should be made
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through discussion with other GDScript developers.
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