Age | Commit message (Collapse) | Author |
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This ensures that annotations that rely on the datatype (such as
@export) can validated it timely, allowing compound expressions instead
of only literal values.
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- Use `Array[type]` for type-hints. e.g.:
`var array: Array[int] = [1, 2, 3]`
- Array literals are typed if their storage is typed (variable
asssignment of as argument in function all). Otherwise they are
untyped.
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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GDScript: Improve handling of operators
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- Use the new functions in Variant to determine the validity and resulting
type of operators.
- Split the operator function in codegen between binary and unary, since
the unary ones have now a special requirement of having the second
argument to be the NIL type when requesting info.
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Otherwise this may lead to a crash when the dependency is not present.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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Fix: #41377
Fix: #20436
Fix: #41953
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Fix: #41772
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Since it's likely that they won't parse correctly.
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Also allow them to access previous values wihout referencing the enum.
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Reenable checking those when validating code.
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Sometimes to fix something you have to break it first.
This get GDScript mostly working with the new tokenizer and parser but
a lot of things isn't working yet. It compiles and it's usable, and that
should be enough for now.
Don't worry: other huge commits will come after this.
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