Variant operators for String formatting and "in" could result in errors, which would return from validated_evaluate without assigning r_ret. This would cause scripts using the return value from these operators to get results from previously run code. Updated to return the original String value in the String formatting case, and false for "in" when an error occurs.
This reverts commit 150b50cfcd.
As discussed with the GDScript team, this has some implications which aren't
fully consensual yet, and which we want to revisit.
For now we revert to the 4.2 behavior for the 4.3 release, to avoid breaking
user expectations.
This is so everything is consistent, as a freed object is not equivalent
to `null` in general. The booleanization of a freed object still returns
`false` to work as an easy check for validity of objects. Similarly, the
negation of a freed object returns `true`.
Also makes freed objects different from each other (if they are not the
same reference).
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
Allow using String or StringName types as operand in any position of the
`in` operator, which is more convenient in scripting when interacting
with data in the engine (such as a Node name).