GDScript was restricted to parse only scripts beginning with __res://__ or __user://__ to avoid templates from being parsed. I've made that a bit less inclusive by allowing scripts with an empty path to be parsed too, which doesn't conflict and is needed for this to work.
Also I've removed the `this` variable of the generated script and made the relevant object to be the one the script instance refers to, so you can use `self` instead.
Now, with the shorter 3.0-style syntax, you can write things like: `self.position.x + 10`
Closes#9500.
The _init call was buggy anyway and in the end shouldn't be a
thing that's called via ClassDB, it should be something that's
language specific, so we leave this out for the bindings.
In the commit 66a7763 the SCsub file for GDNative was changed to
use a cloned environment, that bricked -rdynamic which needs to be
passed down to the linker, which didn't happen with the new env.
In 3c53b35 a call to an "_init" function was introduced,
that however was only executed in the `_new` function,
also it *required* that such a function exists.
With this patch the "_init" function will be optionally called on
every instance creation.
When looking up a symbol from a library, previously an error was
shown when the symbol did not exist. That caused confusion when the
lookup was completely optional.
This adds a new parameter to that method so that those errors can
be handled manually if needed.
This also changes Reference::unreference() to always invoke
refcount_decremented. Previously it was not invoked until the count
reached zero due to short-circuit evalution of boolean expressions.
Godot may call property setters from non-main thread when an object is
loaded in the edtior. This means NativeScriptLanguage could be accessed
from different threads, but it was not designed for thread-safety.
Besides, previous behaviour made it so that godot_nativescript_init and
godot_gdnative_init could be invoked from non-main thread, while
godot_gdnative_thread is always invoked on the main thread. This may
not be expected by the binding library.
This commit defers native library initialization to the main thread and
adds godot_nativescript_thread_enter and godot_nativescript_thread_exit
callbacks to make a binding library aware of foreign threads.
This removes `not` from the variable safe list of
keywords.
Before that this was a valid expression:
self.!(some_arg)
The other fix is just a forgotten boolean negation.