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Batch of Bugfixes
-=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
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@@ -66,7 +66,7 @@ bool GDScriptLanguage::validate(const String& p_script, int &r_line_error,int &r
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GDParser parser;
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Error err = parser.parse(p_script,p_path.get_base_dir(),true);
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Error err = parser.parse(p_script,p_path.get_base_dir(),true,p_path);
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if (err) {
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r_line_error=parser.get_error_line();
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r_col_error=parser.get_error_column();
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