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Fix SCRIPT ERROR/ERROR/WARNING
on test output
Also "fixing" some GDScript completion tests which where named wrongly.
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@ -1,3 +1,5 @@
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extends Node
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@onready var anim := $AnimationPlayer
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func test():
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@ -1,3 +1,5 @@
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extends Node
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@onready var anim: AnimationPlayer = $AnimationPlayer
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func test():
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@ -1,3 +1,5 @@
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extends Node
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@onready var anim = $AnimationPlayer
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func test():
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@ -1,5 +1,5 @@
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extends Node
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func a():
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%AnimationPlayer.➡
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$UniqueAnimationPlayer.➡
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pass
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@ -1,5 +1,5 @@
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extends Node
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func a():
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$UniqueAnimationPlayer.➡
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%AnimationPlayer.➡
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pass
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@ -1,6 +1,6 @@
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extends Node
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var test := $A
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@onready var test := $A
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func a():
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test.➡
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@ -1,6 +1,6 @@
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extends Node
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var test := $AnimationPlayer
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@onready var test := $AnimationPlayer
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func a():
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test.➡
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@ -1,6 +1,6 @@
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extends Node
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var test = $A
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@onready var test = $A
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func a():
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test.➡
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@ -1,6 +1,6 @@
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extends Node
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var test = $AnimationPlayer
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@onready var test = $AnimationPlayer
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func a():
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test.➡
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@ -1,6 +1,6 @@
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extends Node
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var test: AnimationPlayer = $AnimationPlayer
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@onready var test: AnimationPlayer = $AnimationPlayer
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func a():
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test.➡
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@ -1,6 +1,6 @@
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extends Node
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var test: Node = $A
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@onready var test: Node = $A
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func a():
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test.➡
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@ -1,6 +1,6 @@
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extends Node
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var test: Node = $AnimationPlayer
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@onready var test: Node = $AnimationPlayer
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func a():
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test.➡
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@ -1,6 +1,6 @@
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extends Node
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var test: Area2D = $A
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@onready var test: Area2D = $A
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func a():
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test.➡
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@ -1,6 +1,6 @@
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extends Node
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var test: Area2D = $AnimationPlayer
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@onready var test: Area2D = $AnimationPlayer
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func a():
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test.➡
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@ -161,6 +161,8 @@ static void test_directory(const String &p_dir) {
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owner = scene->get_node(conf.get_value("input", "node_path", "."));
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}
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// The only requirement is for the script to be parsable, warnings and errors from the analyzer might happen and completion should still work.
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ERR_PRINT_OFF;
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if (owner != nullptr) {
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// Remove the line which contains the sentinel char, to get a valid script.
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Ref<GDScript> scr;
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@ -184,6 +186,8 @@ static void test_directory(const String &p_dir) {
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}
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GDScriptLanguage::get_singleton()->complete_code(code, res_path, owner, &options, forced, call_hint);
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ERR_PRINT_ON;
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String contains_excluded;
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for (ScriptLanguage::CodeCompletionOption &option : options) {
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for (const Dictionary &E : exclude) {
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@ -235,9 +235,13 @@ TEST_CASE("[AHashMap] Insert, iterate and remove many elements") {
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TEST_CASE("[AHashMap] Insert, iterate and remove many strings") {
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const int elem_max = 432;
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AHashMap<String, String> map;
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// To not print WARNING: Excessive collision count (NN), is the right hash function being used?
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ERR_PRINT_OFF;
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for (int i = 0; i < elem_max; i++) {
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map.insert(itos(i), itos(i));
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}
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ERR_PRINT_ON;
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//insert order should have been kept
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int idx = 0;
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@ -4492,7 +4492,8 @@ TEST_CASE("[SceneTree][CodeEdit] symbol lookup") {
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Point2 caret_pos = code_edit->get_caret_draw_pos();
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caret_pos.x += 60;
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SEND_GUI_MOUSE_BUTTON_EVENT(caret_pos, MouseButton::NONE, 0, Key::NONE);
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SEND_GUI_MOUSE_MOTION_EVENT(caret_pos, MouseButtonMask::NONE, Key::NONE);
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CHECK(code_edit->get_text_for_symbol_lookup() == "this is s" + String::chr(0xFFFF) + "ome text");
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SIGNAL_WATCH(code_edit, "symbol_validate");
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@ -8014,6 +8014,8 @@ TEST_CASE("[SceneTree][TextEdit] gutters") {
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SIGNAL_WATCH(text_edit, "gutter_removed");
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SUBCASE("[TextEdit] gutter add and remove") {
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text_edit->set_text("test1\ntest2\ntest3\ntest4");
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text_edit->add_gutter();
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CHECK(text_edit->get_gutter_count() == 1);
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CHECK(text_edit->get_gutter_width(0) == 24);
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@ -306,7 +306,7 @@ struct GodotTestCaseListener : public doctest::IReporter {
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// So we have to do this for each test case. Also make sure there is
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// no residual theme from something else.
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ThemeDB::get_singleton()->finalize_theme();
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ThemeDB::get_singleton()->initialize_theme_noproject();
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ThemeDB::get_singleton()->initialize_theme();
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#ifndef _3D_DISABLED
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physics_server_3d = PhysicsServer3DManager::get_singleton()->new_default_server();
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