diff options
Diffstat (limited to 'modules')
7 files changed, 92 insertions, 53 deletions
diff --git a/modules/fbx/data/fbx_material.cpp b/modules/fbx/data/fbx_material.cpp index bc638244d8..36e20df3a9 100644 --- a/modules/fbx/data/fbx_material.cpp +++ b/modules/fbx/data/fbx_material.cpp @@ -426,7 +426,7 @@ Ref<StandardMaterial3D> FBXMaterial::import_material(ImportState &state) { // meaning is that approx equal to zero is disabled not actually zero. ;) if (real_value && Math::is_zero_approx(real_value->Value())) { print_verbose("clearcoat real value: " + rtos(real_value->Value())); - spatial_material->set_clearcoat_gloss(1.0 - real_value->Value()); + spatial_material->set_clearcoat_roughness(real_value->Value()); } else { print_error("unsupported value type for clearcoat gloss"); } diff --git a/modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd b/modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd index edaccae018..34b5ba45b7 100644 --- a/modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd +++ b/modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd @@ -12,18 +12,18 @@ var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity") func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): - motion_velocity.y += gravity * delta + velocity.y += gravity * delta # Handle Jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): - motion_velocity.y = JUMP_VELOCITY + velocity.y = JUMP_VELOCITY # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var direction := Input.get_axis("ui_left", "ui_right") if direction: - motion_velocity.x = direction * SPEED + velocity.x = direction * SPEED else: - motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED) + velocity.x = move_toward(velocity.x, 0, SPEED) move_and_slide() diff --git a/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd b/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd index e191e5451a..cbc9cf1064 100644 --- a/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd +++ b/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd @@ -12,21 +12,21 @@ var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): - motion_velocity.y -= gravity * delta + velocity.y -= gravity * delta # Handle Jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): - motion_velocity.y = JUMP_VELOCITY + velocity.y = JUMP_VELOCITY # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: - motion_velocity.x = direction.x * SPEED - motion_velocity.z = direction.z * SPEED + velocity.x = direction.x * SPEED + velocity.z = direction.z * SPEED else: - motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED) - motion_velocity.z = move_toward(motion_velocity.z, 0, SPEED) + velocity.x = move_toward(velocity.x, 0, SPEED) + velocity.z = move_toward(velocity.z, 0, SPEED) move_and_slide() diff --git a/modules/gdscript/gdscript_analyzer.cpp b/modules/gdscript/gdscript_analyzer.cpp index 94daba4bf6..9a79f3d016 100644 --- a/modules/gdscript/gdscript_analyzer.cpp +++ b/modules/gdscript/gdscript_analyzer.cpp @@ -646,41 +646,51 @@ void GDScriptAnalyzer::resolve_class_interface(GDScriptParser::ClassNode *p_clas } } - if (member.variable->datatype_specifier != nullptr) { - datatype = specified_type; + // Check if initalizer is an unset identifier (ie: a variable within scope, but declared below) + if (member.variable->initializer && !member.variable->initializer->get_datatype().is_set()) { + if (member.variable->initializer->type == GDScriptParser::Node::IDENTIFIER) { + GDScriptParser::IdentifierNode *initializer_identifier = static_cast<GDScriptParser::IdentifierNode *>(member.variable->initializer); + push_error(vformat(R"(Identifier "%s" must be declared above current variable.)", initializer_identifier->name), member.variable->initializer); + } else { + ERR_PRINT("Parser bug (please report): tried to assign unset node without an identifier."); + } + } else { + if (member.variable->datatype_specifier != nullptr) { + datatype = specified_type; - if (member.variable->initializer != nullptr) { - if (!is_type_compatible(datatype, member.variable->initializer->get_datatype(), true, member.variable->initializer)) { - // Try reverse test since it can be a masked subtype. - if (!is_type_compatible(member.variable->initializer->get_datatype(), datatype, true, member.variable->initializer)) { - push_error(vformat(R"(Value of type "%s" cannot be assigned to a variable of type "%s".)", member.variable->initializer->get_datatype().to_string(), datatype.to_string()), member.variable->initializer); - } else { - // TODO: Add warning. + if (member.variable->initializer != nullptr) { + if (!is_type_compatible(datatype, member.variable->initializer->get_datatype(), true, member.variable->initializer)) { + // Try reverse test since it can be a masked subtype. + if (!is_type_compatible(member.variable->initializer->get_datatype(), datatype, true, member.variable->initializer)) { + push_error(vformat(R"(Value of type "%s" cannot be assigned to a variable of type "%s".)", member.variable->initializer->get_datatype().to_string(), datatype.to_string()), member.variable->initializer); + } else { + // TODO: Add warning. + mark_node_unsafe(member.variable->initializer); + member.variable->use_conversion_assign = true; + } + } else if (datatype.builtin_type == Variant::INT && member.variable->initializer->get_datatype().builtin_type == Variant::FLOAT) { +#ifdef DEBUG_ENABLED + parser->push_warning(member.variable->initializer, GDScriptWarning::NARROWING_CONVERSION); +#endif + } + if (member.variable->initializer->get_datatype().is_variant()) { + // TODO: Warn unsafe assign. mark_node_unsafe(member.variable->initializer); member.variable->use_conversion_assign = true; } - } else if (datatype.builtin_type == Variant::INT && member.variable->initializer->get_datatype().builtin_type == Variant::FLOAT) { -#ifdef DEBUG_ENABLED - parser->push_warning(member.variable->initializer, GDScriptWarning::NARROWING_CONVERSION); -#endif } - if (member.variable->initializer->get_datatype().is_variant()) { - // TODO: Warn unsafe assign. - mark_node_unsafe(member.variable->initializer); - member.variable->use_conversion_assign = true; + } else if (member.variable->infer_datatype) { + if (member.variable->initializer == nullptr) { + push_error(vformat(R"(Cannot infer the type of "%s" variable because there's no default value.)", member.variable->identifier->name), member.variable->identifier); + } else if (!datatype.is_set() || datatype.has_no_type()) { + push_error(vformat(R"(Cannot infer the type of "%s" variable because the initial value doesn't have a set type.)", member.variable->identifier->name), member.variable->initializer); + } else if (datatype.is_variant()) { + push_error(vformat(R"(Cannot infer the type of "%s" variable because the initial value is Variant. Use explicit "Variant" type if this is intended.)", member.variable->identifier->name), member.variable->initializer); + } else if (datatype.builtin_type == Variant::NIL) { + push_error(vformat(R"(Cannot infer the type of "%s" variable because the initial value is "null".)", member.variable->identifier->name), member.variable->initializer); } + datatype.type_source = GDScriptParser::DataType::ANNOTATED_INFERRED; } - } else if (member.variable->infer_datatype) { - if (member.variable->initializer == nullptr) { - push_error(vformat(R"(Cannot infer the type of "%s" variable because there's no default value.)", member.variable->identifier->name), member.variable->identifier); - } else if (!datatype.is_set() || datatype.has_no_type()) { - push_error(vformat(R"(Cannot infer the type of "%s" variable because the initial value doesn't have a set type.)", member.variable->identifier->name), member.variable->initializer); - } else if (datatype.is_variant()) { - push_error(vformat(R"(Cannot infer the type of "%s" variable because the initial value is Variant. Use explicit "Variant" type if this is intended.)", member.variable->identifier->name), member.variable->initializer); - } else if (datatype.builtin_type == Variant::NIL) { - push_error(vformat(R"(Cannot infer the type of "%s" variable because the initial value is "null".)", member.variable->identifier->name), member.variable->initializer); - } - datatype.type_source = GDScriptParser::DataType::ANNOTATED_INFERRED; } datatype.is_constant = false; diff --git a/modules/gdscript/gdscript_editor.cpp b/modules/gdscript/gdscript_editor.cpp index f0dc830ed8..6fb95d32ca 100644 --- a/modules/gdscript/gdscript_editor.cpp +++ b/modules/gdscript/gdscript_editor.cpp @@ -1198,6 +1198,27 @@ static bool _guess_identifier_type(GDScriptParser::CompletionContext &p_context, static bool _guess_identifier_type_from_base(GDScriptParser::CompletionContext &p_context, const GDScriptCompletionIdentifier &p_base, const StringName &p_identifier, GDScriptCompletionIdentifier &r_type); static bool _guess_method_return_type_from_base(GDScriptParser::CompletionContext &p_context, const GDScriptCompletionIdentifier &p_base, const StringName &p_method, GDScriptCompletionIdentifier &r_type); +static bool _is_expression_named_identifier(const GDScriptParser::ExpressionNode *p_expression, const StringName &p_name) { + if (p_expression) { + switch (p_expression->type) { + case GDScriptParser::Node::IDENTIFIER: { + const GDScriptParser::IdentifierNode *id = static_cast<const GDScriptParser::IdentifierNode *>(p_expression); + if (id->name == p_name) { + return true; + } + } break; + case GDScriptParser::Node::CAST: { + const GDScriptParser::CastNode *cn = static_cast<const GDScriptParser::CastNode *>(p_expression); + return _is_expression_named_identifier(cn->operand, p_name); + } break; + default: + break; + } + } + + return false; +} + static bool _guess_expression_type(GDScriptParser::CompletionContext &p_context, const GDScriptParser::ExpressionNode *p_expression, GDScriptCompletionIdentifier &r_type) { bool found = false; @@ -1904,6 +1925,14 @@ static bool _guess_identifier_type_from_base(GDScriptParser::CompletionContext & return true; } else if (init->start_line == p_context.current_line) { return false; + // Detects if variable is assigned to itself + } else if (_is_expression_named_identifier(init, member.variable->identifier->name)) { + if (member.variable->initializer->get_datatype().is_set()) { + r_type.type = member.variable->initializer->get_datatype(); + } else if (member.variable->get_datatype().is_set() && !member.variable->get_datatype().is_variant()) { + r_type.type = member.variable->get_datatype(); + } + return true; } else if (_guess_expression_type(p_context, init, r_type)) { return true; } else if (init->get_datatype().is_set() && !init->get_datatype().is_variant()) { diff --git a/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs b/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs index b0ded3133f..2ca81ab7cd 100644 --- a/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs +++ b/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs @@ -13,29 +13,29 @@ public partial class _CLASS_ : _BASE_ public override void _PhysicsProcess(float delta) { - Vector2 motionVelocity = MotionVelocity; + Vector2 velocity = Velocity; // Add the gravity. if (!IsOnFloor()) - motionVelocity.y += gravity * delta; + velocity.y += gravity * delta; // Handle Jump. if (Input.IsActionJustPressed("ui_accept") && IsOnFloor()) - motionVelocity.y = JumpVelocity; + velocity.y = JumpVelocity; // Get the input direction and handle the movement/deceleration. // As good practice, you should replace UI actions with custom gameplay actions. Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down"); if (direction != Vector2.Zero) { - motionVelocity.x = direction.x * Speed; + velocity.x = direction.x * Speed; } else { - motionVelocity.x = Mathf.MoveToward(MotionVelocity.x, 0, Speed); + velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed); } - MotionVelocity = motionVelocity; + Velocity = velocity; MoveAndSlide(); } } diff --git a/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs b/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs index d8c2f67ac8..a6935fe497 100644 --- a/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs +++ b/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs @@ -13,15 +13,15 @@ public partial class _CLASS_ : _BASE_ public override void _PhysicsProcess(float delta) { - Vector3 motionVelocity = MotionVelocity; + Vector3 velocity = Velocity; // Add the gravity. if (!IsOnFloor()) - motionVelocity.y -= gravity * delta; + velocity.y -= gravity * delta; // Handle Jump. if (Input.IsActionJustPressed("ui_accept") && IsOnFloor()) - motionVelocity.y = JumpVelocity; + velocity.y = JumpVelocity; // Get the input direction and handle the movement/deceleration. // As good practice, you should replace UI actions with custom gameplay actions. @@ -29,16 +29,16 @@ public partial class _CLASS_ : _BASE_ Vector3 direction = Transform.basis.Xform(new Vector3(inputDir.x, 0, inputDir.y)).Normalized(); if (direction != Vector3.Zero) { - motionVelocity.x = direction.x * Speed; - motionVelocity.z = direction.z * Speed; + velocity.x = direction.x * Speed; + velocity.z = direction.z * Speed; } else { - motionVelocity.x = Mathf.MoveToward(MotionVelocity.x, 0, Speed); - motionVelocity.z = Mathf.MoveToward(MotionVelocity.z, 0, Speed); + velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed); + velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed); } - MotionVelocity = motionVelocity; + Velocity = velocity; MoveAndSlide(); } } |