godot/modules/gdscript/tests
George Marques a166833bfa
GDScript: Add warnings that are set to error by default
- Adds a list of default levels for all warning so they can be set
  individually.
- Add warnings set by default to error for:
  - Using `get_node()` without `@onready`.
  - Using `@onready` together with `@export`.
  - Inferring a static type with a Variant value.
  - Overriding a native engine method.
- Adjust how annotations to ignore warnings are treated so they also
  apply to method parameters.
- Clean up a bit how ignored warnings are set. There were two sets but
  only one was actually being used.
- Set all warnings to the `WARN` level for tests, so they they can be
  properly tested.
- Fix enum types in native methods signatures being set to `int`.
- Fix native enums being treated as Dictionary by mistake.
- Make name of native enum types use the class they are defined in, not
  the direct super class of the script. This ensures they are always
  equal even when coming from different sources.
- Fix error for signature mismatch that was only showing the first
  default argument as having a default. Now it shows for all.
2023-02-01 00:05:14 -03:00
..
scripts GDScript: Add warnings that are set to error by default 2023-02-01 00:05:14 -03:00
README.md
gdscript_test_runner.cpp GDScript: Add warnings that are set to error by default 2023-02-01 00:05:14 -03:00
gdscript_test_runner.h Add option to print filenames in GDScript unit testing 2023-01-30 22:20:45 -05:00
gdscript_test_runner_suite.h Add option to print filenames in GDScript unit testing 2023-01-30 22:20:45 -05:00
test_gdscript.cpp
test_gdscript.h

README.md

GDScript integration tests

The scripts/ folder contains integration tests in the form of GDScript files and output files.

See the Integration tests for GDScript documentation for information about creating and running GDScript integration tests.