Life4gal

Results 8 comments of 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...

![signal_arg_type_validate_1](https://user-images.githubusercontent.com/52756109/191477180-c5bc4678-fb23-4345-88e2-ccccd7ebb5e7.png) ![signal_arg_type_validate_2](https://user-images.githubusercontent.com/52756109/191477185-5e7136dd-f547-4397-bb25-148c4fe5d965.png) 😄 😄 😄 I did it!

Non-built-in types are now supported too!😄 😄 😄 ![signal_arg_type_validate_3](https://user-images.githubusercontent.com/52756109/191668510-eba5ed97-6144-4ada-aa73-46e1a220d90d.png) For `GDScript` it works perfectly. ![signal_arg_type_validate_4](https://user-images.githubusercontent.com/52756109/191668633-24797951-e49d-4518-b32c-45fc546644fd.png) 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` :)