- 
          
 - 
                Notifications
    
You must be signed in to change notification settings  - Fork 3.5k
 
Explicitly destroy Vector2 #11426
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: master
Are you sure you want to change the base?
Explicitly destroy Vector2 #11426
Conversation
| 
           The added  However, it also won't cause any issues, and so maybe it's better to demonstrate always calling  Looking at godot-cpp's implementation of   | 
    
          
 @AThousandShips showed me this as well and I just want to say I truly appreciate both of you choosing to point me at the right bit of Godot's internal code. It's not the first time the Godot community have done this for me and each time I come out more confident in my understanding. So thank you. 🙏 
 I think in this instance we should demonstrate it to match the text below that code snippet: godot-docs/tutorials/scripting/gdextension/gdextension_c_example.rst Lines 2029 to 2030 in ae0c5ee 
  | 
    
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Sounds good to me!
I'm not sure why this PR is failing CI - perhaps try rebasing from the latest master branch? There's nothing in the changes here that I would expect to cause issues.
709dbb1    to
    e24d180      
    Compare
  
    | 
           @dsnopek Rebased and seems fine now. 👍  | 
    
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Thanks!
Close #11414
Tried this locally, my example still works.
@AThousandShips Interesting to note, I also tested the extension with no destruction whatsoever with Godot running
verbosestdout. I've left it running for over 10 minutes, No warnings of any kind, Godot's built-in monitors show static memory has not changed at all. 🤷