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The errors were hidden by Godot by turning signal names into Callable. But actually, some of these things are signals now and not methods anymore. In Godot 3, there were signals and methods with the exact same names sometimes.
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Made a couple more changes, notably removed the import cache folder from git tracking and updated the signal connections and the likes + corrected errors in the revealer script. |
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Fixes #1187.
Uses the custom 4.6.1 build from https://github.com/Razoric480/custom-godot-builder which includes the GDScriptErrorChecker class (which takes the place of the 3.6 GDScriptParserWrapper).
Some notes on current State
Fun gotchas I ran into that gave me some trouble
right()function gave you the characters to the right of the index. godot 4'sright()gives you X characters from the right side (which, to be fair, matches whatleft()does).yield()for stepped examples needed some hackerysuper._ready()and the like are no longer implicit and need to be called explicitly