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Here's a list of stuff that will have to be addressed, I tired of creating a bunch of issues.
OS.get_unix_time() Does not exist
GDScriptFunctionState changed
list_dir_begin changed
JSON.print doesn't exist, changed to stringify
parse_json doesn't exist
if(!newone is Reference):Reference does not exist.
the return of get_data in JSON has changed to be an Variant or null.
.pressed became .button_pressed on all buttons.
String.find_last does not exist anymore.
Cannot use await with signals added via add_user_signal. You must use the signal keyword.
Checking a thing to see if it is null by using ! does not work anymore. Probably never should have been used, but I evidently did in some places to see if a dictionary was null if(!_summary):.
'Invalid set index 'exit_code' (on base: 'OS') with value of type 'int'.'
The auto converter changed remove on a Directory object to remove_at because it thought it was an array or something.
str on freed objects changed: [Failed]: ["[Freed Object]"] expected to equal ["[Deleted Object]"]:
The flags for methods have changed. The double logic has to change to use the new flags or no methods are found.
Methods local to a script are now retrieved with get_script_method_list, they are not in get_method_list. They each appear to have a flag of 1. There also appears to be more information about parameters and maybe defaults than 3.x has.
Calling super's method now requires super. instead of just the ..
Currently cannot double objects that have methods that await. Since the result of the call to super is returned, Godot errors saying that the method is a coroutine and must be called with await. Could just await every call to super.
comparator.gd and test.gd have to be updated to know that they can compare TYPE_STRING to TYPE_STRING_NAME.
Maybe you've moved on from this checklist, but if it's helpful, i was meandering and just ran into this last item yesterday: 'Invalid set index 'exit_code' (on base: 'OS') with value of type 'int'.'exit_code is no longer an OS property - instead SceneTree.quit() now takes an int exit_code directly, defaulting to 0.
Here's a list of stuff that will have to be addressed, I tired of creating a bunch of issues.
OS.get_unix_time()
Does not existGDScriptFunctionState
changedlist_dir_begin
changedJSON.print
doesn't exist, changed tostringify
parse_json
doesn't existif(!newone is Reference):
Reference
does not exist.get_data
inJSON
has changed to be an Variant ornull
..pressed
became.button_pressed
on all buttons.String.find_last
does not exist anymore.await
with signals added viaadd_user_signal
. You must use thesignal
keyword.!
does not work anymore. Probably never should have been used, but I evidently did in some places to see if a dictionary was nullif(!_summary):
.remove
on aDirectory
object toremove_at
because it thought it was an array or something.str
on freed objects changed: [Failed]: ["[Freed Object]"] expected to equal ["[Deleted Object]"]:get_script_method_list
, they are not inget_method_list
. They each appear to have a flag of1
. There also appears to be more information about parameters and maybe defaults than 3.x has.super.
instead of just the.
.await
. Since the result of the call to super is returned, Godot errors saying that the method is a coroutine and must be called withawait
. Could just await every call to super.comparator.gd
andtest.gd
have to be updated to know that they can compareTYPE_STRING
toTYPE_STRING_NAME
.GDScript.reload
generatesERROR: Attempt to open script '' resulted in error 'File not found'.
for doubles. Created issue GDScript reload generates error when created dynamically (no backing script) godotengine/godot#65263inst2dict
renamed toinst_to_dict
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