Update some screenshots in the Scripting section for Godot 4 (#6851)

This commit is contained in:
gomaproi
2023-03-06 06:48:20 -03:00
committed by GitHub
parent 9484261739
commit c39a8d9dc5
97 changed files with 62 additions and 58 deletions

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@@ -59,14 +59,14 @@ options for a class called ``PlayerController``.
You've probably stored a node in a variable before, and typed a dot to
be left with no autocomplete suggestions:
.. figure:: img/typed_gdscript_code_completion_dynamic.png
.. figure:: img/typed_gdscript_code_completion_dynamic.webp
:alt: code completion options for dynamic
This is due to dynamic code. Godot cannot know what node or value type
you're passing to the function. If you write the type explicitly
however, you will get all public methods and variables from the node:
.. figure:: img/typed_gdscript_code_completion_typed.png
.. figure:: img/typed_gdscript_code_completion_typed.webp
:alt: code completion options for typed
In the future, typed GDScript will also increase code performance:
@@ -202,7 +202,7 @@ node: ``($Timer as Timer)``, ``($Player as CharacterBody2D)``, etc.
Godot will ensure the type works and if so, the line number will turn
green at the left of the script editor.
.. figure:: img/typed_gdscript_safe_unsafe_line.png
.. figure:: img/typed_gdscript_safe_unsafe_line.webp
:alt: Unsafe vs Safe Line
Unsafe line (line 7) vs Safe Lines (line 6 and 8)

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@@ -9,13 +9,17 @@ mistakes that are hard to spot during development, and that may lead
to runtime errors.
You can configure warnings in the Project Settings under the section
called **Gdscript**:
called **GDScript**:
.. figure:: img/typed_gdscript_warning_system_settings.png
.. figure:: img/typed_gdscript_warning_system_settings.webp
:alt: Warning system project settings
Warning system project settings
.. note::
As shown in the image above, you must enable **Advanced Settings** in order to see the GDScript section.
You can find a list of warnings for the active GDScript file in the
script editor's status bar. The example below has 3 warnings: