Age | Commit message (Collapse) | Author |
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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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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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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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Some classes are represented internally with an underscore prefix, so we
need to make sure we match this representation when type-checking,
otherwise the check might fail on a valid scenario.
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Happy new year to the wonderful Godot community!
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This reverts commit 54bdc1e1f6a7fb85a5b193c9b8ecf0dcf06949e6.
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Fixes #22443.
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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- Typed assignment (built-in, native, and script).
- Cast (built-in conversion; native and script checks).
- Check type of functions arguments on call.
- Check type of members on set.
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- Resolve types for all identifiers.
- Error when identifier is not found.
- Match return type and error when not returning a value when it should.
- Check unreachable code (code after sure return).
- Match argument count and types for function calls.
- Determine if return type of function call matches the assignment.
- Do static type check with match statement when possible.
- Use type hints to determine export type.
- Check compatibility between type hint and explicit export type.
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- Tool scripts will be executed and can be accessed by plugins.
- Other script languages can implement add/remove_named_global_constant
to make use of this functionality.
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now, allowing to yield for completion of a function with more than one yield inside.
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Happy new year to the wonderful Godot community!
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