Life4gal
Life4gal
I'm sorry about `force-pushed`, but due to some previous oversights (forgetting git config), some information that did not belong to me was leaked. So I used `rebase` and `push -f`...
> As far as I know, 3.x doesn't support type information for user defined signals. > > ~As evident from your screenshot, it even produces false negatives (as the "invalid"...
> No idea how useful it is for VisualScript. Indeed, for `GDSccript`, this optional syntax for setting types has no actual type guarantees, nor does it constrain the user not...
  😄 😄 😄 I did it!
Non-built-in types are now supported too!😄 😄 😄  For `GDScript` it works perfectly.  The only pity is that `VisualScript` only supports built-in types, so only the `Object` type...
> It's not meaningless to people using the type system, but it's non-functional so far, and there were no plans to make it functional in Godot 3.x. And since it's...
> This worked in clang-18: https://godbolt.org/z/9o9Pvznbb If you use `std::invoke`, it still won't work. :(
> /data/data/com.termux/files/usr/glibc/opt/scripts/start-tfm: line 36: xrandr: command not found > > This is my problem try `pkg install xorg-xrandr` :)