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Strip export annotations #41
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I would not mind to write it, but with how many PRs are pending I'm slightly concerned for merge conflicts. Not sure how to approach handling gdmaim/addons/gdmaim/obfuscator/script/tokenizer/token.gd Lines 4 to 18 in e643266
Also, uh, random question but: was this meant to be an enum of XORs..? It confused me when I was writing some PRs xd |
Yes, I had planned to remove redundant tokens like
Oh, that's a very good catch. Should be pretty easy to implement too! |
Yea, I hope I can merge most of the PRs soon, so I can start working on stuff again. Though, I reckon that I'm gonna have to solve a lot of merge conflicts anyway, so there's that.
That does sound like a good idea. Everything that makes the tokenizer less clunky is more than welcome haha.
Now that I think about it, I don't remember why I set the types up as bit flags. I'm pretty sure I never assign more than one type to a token. Maybe I wanted to do something like this to quickly check if a token is one of certain types: |
Working on #38 I came across
@export_group
requirement to end in a newline and considered that annotations like this are not even required for an exported game.Which made me think that there are some tokens in scripts that could be removed with no harm.
Similarly by testing (4.3 release) I found that
.tscn
files can assign to any variable,@export
is not required it simply visually displays it in the editor.So it would seem plausible (and especially easy) to remove every
@export_*
.This wouldn't change much how the code looks or reads, but opening the exported project in the Editor would make the project self-destructive as saving any scene will recreate the
.tscn
file, but this time without any@export
it will delete all script parameters from the scene.Additionally more complex
@export
s such as@export_enum
would be harder to decipher.The text was updated successfully, but these errors were encountered: