This allows to include script_instance.h directly in the
generated gdvirtual.gen.inc, and remove excessive includes
from the codebase.
This should also allow Resource to use GDVIRTUAL macros,
which wasn't possible previously due to a circular dependency.
Previously the `p_reversed` parameter didn't influence the order
in a correct way.
Also script overridden _notification functions were not called in
the correct order.
To fix this some `notification` functions had to add a `p_reversed`
parameter.
This made it necessary to adjust cpp-bindings.
Co-authored-by: David Snopek <dsnopek@gmail.com>
Also:
* changed `[b]true[/b]` to `[code]true[/code]`
* use `[i]` for mathematical constant "e"
* use `[b]` for button text & menu item text
* improve markups about "tap1" and "tap2" in AudioEffectDelay
Currently, GDScripts who are only loaded through `ResourceLoader::load()`,
like Autoloads, do not have a pathway to announce there is an error in their
code. This contributes to significant confusion in error projects when
autoloads are involved. At least partially closes#78230.
This assumes that operators are called usually with the same type of
operands as the first time. So it stores the types of the first run and
if matched it uses an optimized path by calling the validated operator
function directly. Otherwise it uses the regular untyped evaluator.
With this change, if operators do use the same type they run quite
faster. OTOH, if the types mismatch it takes longer to run than they
would with the previous code.
* This implementation adds threads on the side of the client (script debugger).
* Some functions of the debugger are optimized.
* The profile is also now thread safe using atomics.
* The editor can switch between multiple threads when debugging.
This PR adds threaded support for the script language debugger. Every thread has its own thread local data and it will connect to the debugger using multiple thread IDs.
This means that, now, the editor can receive multiple threads entering debug mode at the same time.
The previous packaging format for Godot Android plugins consisted of the plugin's `gdap` config file accompanied by binaries defined in the `gdap` file.
This format is now deprecated (starting with Godot 4.2), and instead Godot Android plugins are now packaged as `EditorExportPlugin` plugins.
The `EditorExportPlugin` class has been updated with the following methods to provide the necessary set of functionality:
- `_supports_platform`: returns true if the plugin supports the given platform
- `_get_android_dependencies`: retrieve the set of android dependencies (e.g: `org.godot.example:my-plugin:0.0.0`) provided by the plugin
- `_get_android_dependencies_maven_repos`: retrieve the urls of the maven repos for the provided android dependencies
- `_get_android_libraries`: retrieve the local paths of the android libraries (AAR files) provided by the plugin
- `_get_android_manifest_activity_element_contents`: update the contents of the `<activity>` element in the generated Android manifest
- `_get_android_manifest_application_element_contents`: update the contents of the `<application>` element in the generated Android manifest
- `_get_android_manifest_element_contents`: update the contents of the `<manifest>` element in the generated Android manifest
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
Unfortunately it appears the virtual function checks in #77324 are not
trustworthy at runtime, because objects can have scripts attached, but
this information is not always available at compile-time. These checks
need to be removed.
The rest of the PR is still useful, making all method flags available to
the analyzer, so a full revert isn't necessary/desirable.
This reopens#76938, which will need another solution.
Fixes#78376
After #78138 'script_list' is now cleared in 'GDScriptLanguage::finish'
Because of that, we can safely remove the removal from that list that
happens on 'GDScript::~GDScript'.
This usually means that an `ERR_FILE*` error occurred.
Previously, using `GDScriptCache::get_full_script()` would ignore errors during loading.
Now, all errors are not ignored.
Judging in which period the error occurred, it can be judged based on the return value:
1. null + err : Error during script loading (load_source_code()).
2. script + err: Error during script parsing.
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:
Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.
Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:
- Local includes
* Conditional local includes
- Core includes
* Conditional core includes
- Thirdparty includes
* Conditional thirdparty includes
This PR does a small refactor of how method flags are handled in the GDScript analyzer.
This way, it adds support for the analyzer to use any of MethodInfo's flags, where previously
it could only use METHOD_FLAG_STATIC and METHOD_FLAG_VARARG.
As a side-effect, this also normalizes behavior between editor and release templates, which fixes#76938.
The tests added also brought a different issue to light, where using `super()` appears to generate a
return variable discarded on calling super's _init(), which doesn't have a return value. This should be
tackled in a different PR, which will have to change the output of this PR's tests.
Errors originating in C++ files cause unnecessary diffs whenever the engine is updated
(line number changes, etc.) and would cause CI failures due to different formatting
of the file path on Windows (backslashes, worked around here anyway) and when using
SCU builds (`../scu` insert).
Fixups
Add levenshtein distance for comparisons, remove kind sort order, try to improve as many different use cases as possible
Trying again to improve code completion
Sort code autocompletion options by similarity based on input
To make it really brief, uses a combination `String.similiary`, the category system introduced in a previous PR, and some filtering to yield more predictable results, instead of scattering every completion option at seemingly random.
It also gives much higher priority to strings that contain the base in full, closer to the beginning or are perfect matches.
Also moves CodeCompletionOptionCompare to code_edit.cpp
Co-Authored-By: Micky <66727710+Mickeon@users.noreply.github.com>
Co-Authored-By: Eric M <41730826+EricEzaM@users.noreply.github.com>
DO NOT BATCH MERGE WITH #77324, WILL RESULT IN BROKEN CI
Currently, calling super() inside _init() throws a
RETURN_VALUE_DISCARDED warning. The analyzer identifies super() as being a
constructor, which therefore returns an object of the relevant class.
However, super() isn't really a constructor by itself: in this case, it
is _part_ of the constructor, and so doesn't "return" a value.
A test case for this is already in #77324, which contains the warning. I
am duplicating it here, without the warning, and it should conflict with
the other PR.