VarArg methods have the return type Object in the API json for GDNative. This
can cause undefined behavior in some language bindings due to lack of
documentation on VarArg methods' behavior.
This changes the MethodInfo of:
- CSharpScript::_new
- GDScript::_new
- PluginScript::_new
Properly release added resource loader and save references. Otherwise PluginScript API
may cause "ObjectDB Instances still exist!" warnings and segmentation faults on exit.
ResourceFormatLoader and ResourceFormatSaver are meant to be overridden
to add support for different formats in ResourceLoader and ResourceSaver.
Those should be exposed as they can be overridden in plugins.
On the other hand, all predefined subclasses of those two base classes
are only meant to register support for new file and resource types, but
should not and cannot be used directly from script, so they should not
be exposed.
Also unexposed ResourceImporterOGGVorbis (and thus its base class
ResourceImporter) which are editor-only.
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
- Count and panel per script.
- Ability to disable warnings per script using special comments.
- Ability to disable warnings globally using Project Settings.
- Option to treat enabled warnings as errors.
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
- Make ScriptCreateDialog disable the built-in script checked button if the language does not support it.
- ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes.