Remove VARIANT_ARG* macros

* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
This commit is contained in:
reduz 2022-03-09 14:58:40 +01:00
parent 922348f4c0
commit 21637dfc25
59 changed files with 417 additions and 467 deletions

View file

@ -1621,7 +1621,7 @@ void VisualScriptEditor::_remove_output_port(int p_id, int p_port) {
conn_map.get_key_list(&keys);
for (const int &E : keys) {
for (const Set<int>::Element *F = conn_map[E].front(); F; F = F->next()) {
undo_redo->add_undo_method(script.ptr(), "data_connect", p_id, p_port, E, F);
undo_redo->add_undo_method(script.ptr(), "data_connect", p_id, p_port, E, F->get());
}
}