- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
19 lines
1.2 KiB
XML
19 lines
1.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="WeakRef" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Holds an [Object]. If the object is [RefCounted], it doesn't update the reference count.
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</brief_description>
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<description>
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A weakref can hold a [RefCounted] without contributing to the reference counter. A weakref can be created from an [Object] using [method @GlobalScope.weakref]. If this object is not a reference, weakref still works, however, it does not have any effect on the object. Weakrefs are useful in cases where multiple classes have variables that refer to each other. Without weakrefs, using these classes could lead to memory leaks, since both references keep each other from being released. Making part of the variables a weakref can prevent this cyclic dependency, and allows the references to be released.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_ref" qualifiers="const">
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<return type="Variant" />
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<description>
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Returns the [Object] this weakref is referring to. Returns [code]null[/code] if that object no longer exists.
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</description>
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</method>
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</methods>
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</class>
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