My initial attempt changed this in the gdscript code, which resulted in
a duplicate warning name in the builtin editor. We should just append
the warning name in the LSP instead.
This uses parens to match what is shown in the builtin editor.
(cherry picked from commit 8dcc39ec91)
Occasionally you want to ignore a warning with a `warning-ignore`
comment, and you have to go into the settings to look up what the
actual name of the warning is. This patch appends the warning name to
the end of the warning so you know what string to use to ignore it,
similar to other linters like pylint.
For example
```
"The signal 'blah' is declared but never emitted.";
```
is now
```
"The signal 'blah' is declared but never emitted. (UNUSED_SIGNAL)";
```
(cherry picked from commit de3ad3b30e)
Reverts `latest_client_id` back to 0, as I misunderstood how the client
IDs are assigned and, without further testing and debugging, I can't
say if this was a bug or a valid default value.
Similarly, a `latest_client_id` of -1 is no longer raising an error.
Fixes#39548.
(cherry picked from commit 786f4ada35)
Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
(cherry picked from commit cd4e46ee65)
`latest_client_id` now defaults to `-1` (invalid ID) instead of `0`.
Also fix typo in notification `gdscrip_client/changeWorkspace`,
and fix argument names in method binds.
Fixes#39375.
(cherry picked from commit e34f33711b)
Depending on the conditional statements of the 'for' and 'while' loops,
their body may not even execute once. For example:
func a():
var arr = []
for i in arr:
return i
# can be reached, but analysis says cannot
return -1
func b():
var should_loop = false
while should_loop:
return 1
# can be reached, but analysis says cannot
return 0
The parser will complain that the statements after the comment cannot
be reached, but it is clearly possible for our scenario. This is
because the parser falsely assumes that the loop body will always
execute at least once.
Fix the code to remove this assumption for both of those loops.
(cherry picked from commit 7b1423a61e)
A class can't have multiple signals with the same name, but previously users
would not be alerted to a conflict while editing the script where it occurred.
Now a helpful error will appear in the editor during script parsing.
(cherry picked from commit 9e44739324)
Now the stack saved in a `GDScriptFunctionState` is cleared as soon as the `yield()` operation is known not to be resumed because either the script, the instance or both are deleted.
This clears problems like leaked objects by eliminating cases of circular references between `GDScriptFunctionState`s preventing them and the objects they refer to in their saved stacks from being released. As an example, this makes using `SceneTreeTimer` safer.
Furthermore, with this change it's now possible to print early warnings about `yield()`s to released script/instances, as now we know they won't be successfully resumed as the condition for that happens. However, this PR doesn't add such messages, to keep the observed behavior the same for the time being.
Also, now a backup of the function name in `GDScriptFunctionState` is used, since the script may not be valid by the time the function name is needed for the resume-after-yield error messages.
Calling _reduce_node_type from GDScriptParser::_parse_block for assert
was using a current class with a scope that didn't include all
functions. Now calling in GDScriptParser::_check_block_types uses the
right class type. We also now check the assert node message. The assert
line was added to the set_errors associated with assert, since before
the error would be reported on the next line
(cherry picked from commit bd081df519)
Now calling _reduce_node_type with debugging enabled to determine
if assert line is safe. Part of doing this required the assert line
to be stored away. Now the AssertNode line is being correctly set.
Newlines are now marked safe always
(cherry picked from commit 8dc8833782)
We already removed it from the online docs with #35132.
Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.
We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
lookup was always done on top level script instead of advancing to subclass each time.
this commit changes the lookup to always be at last found subclass
Fixes as issue where a subclass calls a base class method that tries to access a constant from the script.
The original code went through every ower class, and for each owner, went through its inheritance tree.
This seems like the wrong order, the modified code goes to each base class, and for each base class goes through the owner tree.
This is more in line with what the parser does, as the current impelemtation allows an access that the parser does not support.
This change should not negatively affect existing code due to the way the parser works
* Add bind_ip property to WebSocketServer defaulting to "*" (listen to everyone)
* Set default for GDscript Language Server to listen only to localhost
Fixes potential security issue with GDScript language server being exposed to the
broad net by default.
Since it is the server which primary usage is to provide utility to the local
editor there is no need to expose it.
Needed because otherwise the certain type operations (such as type
casting) used as a function argument might become unresolved on release,
causing a compilation failure.
Fix#28680
Avoids crashes on debug mode. Instead it now breaks the execution and
show the error in-editor. Will still crash on release.
Also add a similar check to Marshalls to ensure the debugger doesn't
crash when trying to serialize the invalid instance.
Pass the calculated index from the stack and use the same to get and set
the value. This avoids a function with side effects being evaluated
twice when using indexing in an assignment with operation statement
(e.g. a[function()] += 1).
Properly sets the type of the identifier for the local variable
that is stored in the assignment operation. This makes sure that the
compiler is aware of typing for local variables when they are
initialized with the declaration.
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
* Adds description for `ord()`
* Adds relationship description between `char()` and `ord()`
* Describes the argument of `char()` as Unicode code point instead of ASCII code
* Fixes wrong interval notation in `randi()` description
Added some missing documentation about yield() being able to wait for a function also. I cant believe something like that was missing from the docs, it would have saved me so much time (and others i assume).
The resource path holds the original path which can be used to convert
a dictionary to instance consistently both within editor and exported projects
as the original path is automatically remapped from `gd` to `gdc` or `gde` in
exported projects.