Conversation
… type of the data Type that is required for said argument.
|
Added last-minute upgrade so that calls from Autoloads are possible. In a nutshell, if a Call is made in-game (not in-Editor) the system checks (There may be a more efficient way to do this, particularly directly accessing the Autoload rather than searching among This means that CallNodes can now be set to call non-static methods, as long as there's an Autoload (or any child of root for that matter) that has an instance of that Script attached. Note that multiple Autoloads with the same Script is not supported. It could be, but it was kind of a headache (specially regarding an Early Warning to inform the user of potential bugs in-Editor) and I considered too much of a niche use-case to get on it, but such an upgrade could be added in the future. |

Addition of the Node "CallNode", which reads a
.gdfile in order to call static methods from it. It works with any type of method, using whichever arguments and returns, with few exceptions, such as the inability to handle default arguments for Dictionaries and Arrays.The nature of this Node and the way their methods are called force them to be static methods, however modifications could be made in the future so this isn't needed and calls can be made methods inside autoloads that aren't necessarily static.