Improve null and object printing to avoid confusion with arrays
- Use different syntax for object printing to avoid confusion with arrays. - Print null as `<null>` to avoid confusion with a string `"null"`. - Display `<empty>` in editor resource pickers to avoid confusion with array-based properties.
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@ -811,7 +811,7 @@ String Object::to_string() {
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_extension->to_string(_extension_instance, &ret);
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return ret;
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}
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return "[" + get_class() + ":" + itos(get_instance_id()) + "]";
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return "<" + get_class() + "#" + itos(get_instance_id()) + ">";
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}
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void Object::set_script_and_instance(const Variant &p_script, ScriptInstance *p_instance) {
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@ -1787,7 +1787,7 @@ String stringify_vector(const T &vec, int recursion_count) {
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String Variant::stringify(int recursion_count) const {
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switch (type) {
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case NIL:
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return "null";
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return "<null>";
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case BOOL:
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return _data._bool ? "true" : "false";
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case INT:
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@ -1904,12 +1904,12 @@ String Variant::stringify(int recursion_count) const {
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case OBJECT: {
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if (_get_obj().obj) {
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if (!_get_obj().id.is_ref_counted() && ObjectDB::get_instance(_get_obj().id) == nullptr) {
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return "[Freed Object]";
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return "<Freed Object>";
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}
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return _get_obj().obj->to_string();
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} else {
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return "[Object:null]";
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return "<Object#null>";
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}
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} break;
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@ -1926,7 +1926,7 @@ String Variant::stringify(int recursion_count) const {
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return "RID(" + itos(s.get_id()) + ")";
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} break;
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default: {
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return "[" + get_type_name(type) + "]";
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return "<" + get_type_name(type) + ">";
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}
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}
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@ -52,7 +52,7 @@ void EditorPropertyNil::update_property() {
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EditorPropertyNil::EditorPropertyNil() {
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Label *label = memnew(Label);
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label->set_text("[null]");
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label->set_text("<null>");
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add_child(label);
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}
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@ -1382,7 +1382,7 @@ void EditorPropertyObjectID::update_property() {
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edit->set_disabled(false);
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edit->set_icon(EditorNode::get_singleton()->get_class_icon(type));
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} else {
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edit->set_text(TTR("[Empty]"));
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edit->set_text(TTR("<empty>"));
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edit->set_disabled(true);
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edit->set_icon(Ref<Texture2D>());
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}
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@ -61,7 +61,7 @@ void EditorResourcePicker::_update_resource() {
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if (edited_resource == Ref<Resource>()) {
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assign_button->set_icon(Ref<Texture2D>());
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assign_button->set_text(TTR("[empty]"));
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assign_button->set_text(TTR("<empty>"));
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assign_button->set_tooltip_text("");
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} else {
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assign_button->set_icon(EditorNode::get_singleton()->get_object_icon(edited_resource.operator->(), "Object"));
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@ -1113,7 +1113,7 @@ void EditorAudioStreamPicker::_update_resource() {
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void EditorAudioStreamPicker::_preview_draw() {
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Ref<AudioStream> audio_stream = get_edited_resource();
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if (!audio_stream.is_valid()) {
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get_assign_button()->set_text(TTR("[empty]"));
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get_assign_button()->set_text(TTR("<empty>"));
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return;
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}
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@ -1,5 +1,5 @@
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GDTEST_OK
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null
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<null>
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0
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1
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2
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@ -1,2 +1,2 @@
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GDTEST_OK
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123456789101112131415161718192212223242526272829303132333435363738394041424344454647falsetruenull
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123456789101112131415161718192212223242526272829303132333435363738394041424344454647falsetrue<null>
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@ -1,4 +1,4 @@
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GDTEST_OK
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null
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<null>
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true
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false
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@ -1319,7 +1319,7 @@ void godotsharp_object_to_string(Object *p_ptr, godot_string *r_str) {
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#endif
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// Can't call 'Object::to_string()' here, as that can end up calling 'ToString' again resulting in an endless circular loop.
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memnew_placement(r_str,
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String("[" + p_ptr->get_class() + ":" + itos(p_ptr->get_instance_id()) + "]"));
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String("<" + p_ptr->get_class() + "#" + itos(p_ptr->get_instance_id()) + ">"));
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}
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#ifdef __cplusplus
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