| Commit message (Collapse) | Author | Age | Files | Lines |
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Forbid implicit type conversion in GDScript
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Since types are not present in release builds, this could cause issues
where a variable does not have the exact defined type.
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Add a parse mode for GDScript which doesn't load dependencies
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- This mode avoids loading any other resource.
- Search for class_name now uses this mode, to avoid loading in the scan
thread.
- Implement get_dependencies() for GDScript loader, now exporting
dependencies only should include the preloaded resources.
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Allow parameters passed to GDScript functions to be nulled
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Previous version resulted in confusing (but actually right) errors about converting "from Object to Object", since CallError
does not include information about the actual types involved.
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Inheriting from virtual class no longer causes the engine to crash.
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prints an error instead.
Co-authored-by: Hein-Pieter van Braam <hp@tmm.cx>
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Fix -Wsign-compare warnings.
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I decided to modify code in a defensive way. Ideally functions
like size() or length() should return an unsigned type.
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Also, initialize elements of PoolArrays when resizing them in the editor.
Fixes #26066.
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Fix support for optional parameters in setters
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Fix warnings seen with -Wignored-qualifiers.
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Fix all -Wtype-limits warnings.
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Fixes #25316.
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They had been reserved for future implementation, but we now have the
`match` CF keyword which does the same and more.
According to @reduz `do` was even added by mistake when copying from
the shader language parser, it was never intended to add support for
`do`... `while` loops, as the syntax would be awkward in GDScript,
and the added sugar is not worth it.
Fixes #25787.
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Add a maximum recusion depth to _guess_expression_type
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When a recursive declaration ends up in a GDScript file the
_guess_expression_type function would start looping and eventually run
out of stack space.
We now cap recusion for this function to 100 frames.
This fixes #25598
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Fix exported property values being lost if base GDScript fails to parse
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Using codespell 1.14.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Also drop some unused files.
Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`
Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
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Fix many asan and ubsan reported issues
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This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.
This fixes #25217 and fixes #25218
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Fixed Null appearing inside export variables with type hints and no default value
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value
The default value of the type is now used to initialise it.
export(int) A
Will now have A be 0 istead of Null even though it still showed as 0 before in the inspector, fixes #25357
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Fix script class icons looking for paths at runtime
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through call
Fixes #25505
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Some construct (like match) actually depends on the second pass. This
adds some extra checks to not perform specific type-checks on release
since not all type information is available.
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This is needed to create export variables from enums defined in a parent
class.
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Fixes #25082, fixes #24709.
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A bit more of GDScript fixes
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Otherwise these checks might trigger the insertion of an empty value,
leading to crashes.
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They may happen with any cyclic dependency, not only with inheritance.
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Fixes export PackedScene "reset to default" throwing errors
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