Fix SCRIPT ERROR/ERROR/WARNING on test output
Also "fixing" some GDScript completion tests which where named wrongly.
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134da37497
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5775d29ad8
33 changed files with 30 additions and 13 deletions
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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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