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Godot 4 on finding the word 'start' in any part of a function, signal, even in commented out code, is completely breaking all code by trying to wrap a callable and then switching parameters to bindings. It doesn't even have to be the function 'start()', literally anything with a sub-string of 'start'. The problem is some (but most are) are not generating errors, so you have to comb through code looking for 'callable' and replacing everything.
In another example: _set_death_start(weapon,on_floor)
Is changed to: _set_death_start(Callable(weapon,on_floor))
It has even gone to lengths to convert comments! #shake.start(Callable(main_camera,priority).bind(total_shake_time),shakes_per_second,shake_half_height)
It even does signals :)
signal scroll_start(Callable(tl,br))
For a fuller example, I have the following declared at the top of my function:
On migrating to Godot 4 it has left everything as is except it has done this to all calls, causing compile errors:
_start(Callable(release_pattern_bouncy,true))
Steps to reproduce
As description
Minimal reproduction project
As description
The text was updated successfully, but these errors were encountered:
chucklepie
changed the title
Godot 4 converter adding Callable and bindings where methods (appear to) have 'start' in their title
Godot 4 converter adding Callable and bindings where methods have 'start' anywhere in their name
Jan 9, 2023
chucklepie
changed the title
Godot 4 converter adding Callable and bindings where methods have 'start' anywhere in their name
Godot 4 converter adding Callable and bindings where methods have 'start' anywhere in their name, even comments!
Jan 9, 2023
chucklepie
changed the title
Godot 4 converter adding Callable and bindings where methods have 'start' anywhere in their name, even comments!
Godot 4 converter adding Callable and bindings where methods, signals, etc have 'start' anywhere in their name, even comments!
Jan 9, 2023
Makes sense, but I think the regex needs a tweak before final release is
all I'm saying 😉
func MystartingFunction() is clearly not a candidate, neither are signals.
This should be much better now with #75002 and #74193 merged.
Inline comments may still be converted (e.g. func _process(delta) # start). Otherwise this should not happen.
Godot version
4.0 beta 10
System information
Linux
Issue description
Godot 4 on finding the word 'start' in any part of a function, signal, even in commented out code, is completely breaking all code by trying to wrap a callable and then switching parameters to bindings. It doesn't even have to be the function 'start()', literally anything with a sub-string of 'start'. The problem is some (but most are) are not generating errors, so you have to comb through code looking for 'callable' and replacing everything.
I have this function:
Godot 4 Changed:
to:
In another example:
_set_death_start(weapon,on_floor)
Is changed to:
_set_death_start(Callable(weapon,on_floor))
It has even gone to lengths to convert comments!
#shake.start(Callable(main_camera,priority).bind(total_shake_time),shakes_per_second,shake_half_height)
It even does signals :)
For a fuller example, I have the following declared at the top of my function:
I have the following Godot 3 function:
It is called like this:
On migrating to Godot 4 it has left everything as is except it has done this to all calls, causing compile errors:
_start(Callable(release_pattern_bouncy,true))
Steps to reproduce
As description
Minimal reproduction project
As description
The text was updated successfully, but these errors were encountered: