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implement reference lookup
Co-Authored-By: Ryan Brue <56272643+ryanabx@users.noreply.github.com>
Co-Authored-By: BooksBaum <15612932+booksbaum@users.noreply.github.com>
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GDScript: Allow use local constants as types
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GDScript: Allow mixed indentation on blank lines
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GDScript: Check `get_node()` shorthand in static functions
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inside
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GDScript: Fix bug with identifier shadowed below in current scope
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GDScript: Fix conflict between property and group names
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Fixes #79276.
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GDScript: Reset local variables on exit from block
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Unfortunately it appears the virtual function checks in #77324 are not
trustworthy at runtime, because objects can have scripts attached, but
this information is not always available at compile-time. These checks
need to be removed.
The rest of the PR is still useful, making all method flags available to
the analyzer, so a full revert isn't necessary/desirable.
This reopens #76938, which will need another solution.
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Fix: Typed arrays aren't working with +
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GDScript: Strings and StringNames match
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GDScript: Fix some bugs with static variables and functions
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Allow boolean operators for all Variant types
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To make consistent with previous behavior. Mostly to be used in
conditions for `if` and `while`.
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Fix: Get constructor as Callable
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GDScript: Fix `MIN_INT` not representable as numeric literal
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GDScript: add errors when calling unimplemented virtual functions
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This PR does a small refactor of how method flags are handled in the GDScript analyzer.
This way, it adds support for the analyzer to use any of MethodInfo's flags, where previously
it could only use METHOD_FLAG_STATIC and METHOD_FLAG_VARARG.
As a side-effect, this also normalizes behavior between editor and release templates, which fixes #76938.
The tests added also brought a different issue to light, where using `super()` appears to generate a
return variable discarded on calling super's _init(), which doesn't have a return value. This should be
tackled in a different PR, which will have to change the output of this PR's tests.
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Style: Harmonize header includes in modules
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This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:
Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.
Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:
- Local includes
* Conditional local includes
- Core includes
* Conditional core includes
- Thirdparty includes
* Conditional thirdparty includes
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GDScript: Fix repeated `_` are allowed after decimal point
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GDScript: do not RETURN_VALUE_DISCARDED for `super()` inside `_init()`
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DO NOT BATCH MERGE WITH #77324, WILL RESULT IN BROKEN CI
Currently, calling super() inside _init() throws a
RETURN_VALUE_DISCARDED warning. The analyzer identifies super() as being a
constructor, which therefore returns an object of the relevant class.
However, super() isn't really a constructor by itself: in this case, it
is _part_ of the constructor, and so doesn't "return" a value.
A test case for this is already in #77324, which contains the warning. I
am duplicating it here, without the warning, and it should conflict with
the other PR.
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MSVC and GCC/Clang also have different function names...
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Errors originating in C++ files cause unnecessary diffs whenever the engine is updated
(line number changes, etc.) and would cause CI failures due to different formatting
of the file path on Windows (backslashes, worked around here anyway) and when using
SCU builds (`../scu` insert).
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GDScript: Allow elements of a parent class in a typed array literal
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