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We've made several updates to improve our codebase and application performance. - Clang format was applied for better readability and consistency, aiding other developers in understanding and contributing to the code. - We resolved issues that were causing visual script compilation failure. The visual script now compiles successfully, ensuring application functionality. - Broken sections within the codebase were fixed, improving overall stability. - Built-in functions from the visual script were removed to simplify the code and enhance readability. - Generic search performance was improved to provide faster results, enhancing user experience. - Missing flow nodes were added to the Visual Script, ensuring all necessary components are present for correct functioning. In an effort to streamline the codebase: - `VisualScriptComment` class and related code were removed, reducing complexity and improving maintainability. - Error messages were optimized for quicker feedback when errors occur. - Licenses were updated to reflect recent changes, ensuring legal compliance and project transparency. - The `get_global_name()` override in `visual_script.h` was fixed, and `TYPE_BUILTIN_FUNC` in `visual_script_expression.h` was removed, improving code functionality. - Search logic was refactored to avoid double searching, enhancing performance. - Documentation was updated to reflect recent changes, providing accurate information to users and developers. - Property selection logic in `VisualScriptPropertySelector` was refactored for easier understanding and modification. - Code was refactored to avoid variable shadowing, improving readability and reducing potential errors. - `.clang-format` and `.clang-tidy` configuration files were added to ensure consistent code styling. To make the code more robust and easier to understand: - Variable names were corrected for clarity, and error handling in `visual_script_expression.cpp` was improved. - Function and variable names were refactored for better readability and maintainability. - Member editing logic in `VisualScriptEditor` was simplified. - Name variables were updated to be unique, avoiding potential conflicts and errors. - The `VisualScriptSubCall` class was refactored for simplicity and ease of understanding. For macOS workflow: - It was updated to use the latest version and correct path for installing Vulkan SDK, enabling the application to leverage the latest features and improvements from the Vulkan SDK. - Mac Vulkan SDK was installed to support Vulkan-based functionalities. Lastly, we made necessary changes to pass CI/CD tests, ensuring the code quality and stability of the application.
76 lines
4.2 KiB
XML
76 lines
4.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualScriptFunctionCall" inherits="VisualScriptNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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A Visual Script node for calling a function.
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</brief_description>
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<description>
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[VisualScriptFunctionCall] is created when you add or drag and drop a function onto the Visual Script graph. It allows to tweak parameters of the call, e.g. what object the function is called on.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="base_script" type="String" setter="set_base_script" getter="get_base_script">
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The script to be used when [member call_mode] is set to [constant CALL_MODE_INSTANCE].
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</member>
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<member name="base_type" type="StringName" setter="set_base_type" getter="get_base_type" default="&"Object"">
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The base type to be used when [member call_mode] is set to [constant CALL_MODE_INSTANCE].
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</member>
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<member name="basic_type" type="int" setter="set_basic_type" getter="get_basic_type" enum="Variant.Type">
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The type to be used when [member call_mode] is set to [constant CALL_MODE_BASIC_TYPE].
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</member>
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<member name="call_mode" type="int" setter="set_call_mode" getter="get_call_mode" enum="VisualScriptFunctionCall.CallMode" default="0">
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[code]call_mode[/code] determines the target object on which the method will be called. See [enum CallMode] for options.
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</member>
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<member name="function" type="StringName" setter="set_function" getter="get_function" default="&""">
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The name of the function to be called.
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</member>
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<member name="node_path" type="NodePath" setter="set_base_path" getter="get_base_path">
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The node path to use when [member call_mode] is set to [constant CALL_MODE_NODE_PATH].
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</member>
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<member name="rpc_call_mode" type="int" setter="set_rpc_call_mode" getter="get_rpc_call_mode" enum="VisualScriptFunctionCall.RPCCallMode" default="0">
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The mode for RPC calls. See [method Node.rpc] for more details and [enum RPCCallMode] for available options.
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</member>
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<member name="singleton" type="StringName" setter="set_singleton" getter="get_singleton">
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The singleton to call the method on. Used when [member call_mode] is set to [constant CALL_MODE_SINGLETON].
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</member>
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<member name="use_default_args" type="int" setter="set_use_default_args" getter="get_use_default_args" default="0">
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Number of default arguments that will be used when calling the function. Can't be higher than the number of available default arguments in the method's declaration.
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</member>
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<member name="validate" type="bool" setter="set_validate" getter="get_validate" default="true">
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If [code]false[/code], call errors (e.g. wrong number of arguments) will be ignored.
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</member>
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</members>
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<constants>
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<constant name="CALL_MODE_SELF" value="0" enum="CallMode">
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The method will be called on this [Object].
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</constant>
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<constant name="CALL_MODE_NODE_PATH" value="1" enum="CallMode">
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The method will be called on the given [Node] in the scene tree.
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</constant>
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<constant name="CALL_MODE_INSTANCE" value="2" enum="CallMode">
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The method will be called on an instanced node with the given type and script.
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</constant>
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<constant name="CALL_MODE_BASIC_TYPE" value="3" enum="CallMode">
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The method will be called on a GDScript basic type (e.g. [Vector2]).
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</constant>
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<constant name="CALL_MODE_SINGLETON" value="4" enum="CallMode">
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The method will be called on a singleton.
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</constant>
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<constant name="RPC_DISABLED" value="0" enum="RPCCallMode">
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The method will be called locally.
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</constant>
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<constant name="RPC_RELIABLE" value="1" enum="RPCCallMode">
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The method will be called remotely.
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</constant>
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<constant name="RPC_UNRELIABLE" value="2" enum="RPCCallMode">
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The method will be called remotely using an unreliable protocol.
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</constant>
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<constant name="RPC_RELIABLE_TO_ID" value="3" enum="RPCCallMode">
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The method will be called remotely for the given peer.
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</constant>
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<constant name="RPC_UNRELIABLE_TO_ID" value="4" enum="RPCCallMode">
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The method will be called remotely for the given peer, using an unreliable protocol.
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</constant>
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</constants>
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</class>
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