Comments (3)
Good point, thanks for the insight!
Ok then, I'll make it happen =]
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Hmm, that's a good question.
I think most of the time people won't be calling the same functions with both tables and Arrays/Pool*Arrays, but now that I'm thinking better about it, I guess making both work with 1-based indexing will do more good than harm.
Anyone wanting 0-based indexing with Arrays can still call get
/set
or safe_get
/safe_set
if they know they have an Array/Pool*Array in hand.
In this case, I think we should also change Array.__ipairs
to return indices starting from 1.
from godot-lua-pluginscript.
An example where you may use both Lua tables and Godot Arrays is using a LuaRocks library to perform some data manipulations then converting it into a specific Godot Array indexing scheme.
I agree about ipairs though.
from godot-lua-pluginscript.
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