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-project settings are saved when changed
-load() was in the GDScript docs but missing in the scripting-different music for platformer 2D and 3D -fix how documentation is generated, built in doc browser should be always up to date -copypaste, scrolling, etc in builtin doc -built-in scripts get saved now (though debugger may not always work on them) -Theme can be set to controls as a property
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26 changed files with 92600 additions and 188275 deletions
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@ -557,7 +557,7 @@ GDParser::Node* GDParser::_parse_expression(Node *p_parent,bool p_static,bool p_
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//indexing using "."
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if (tokenizer.get_token(1)!=GDTokenizer::TK_IDENTIFIER) {
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if (tokenizer.get_token(1)!=GDTokenizer::TK_IDENTIFIER && tokenizer.get_token(1)!=GDTokenizer::TK_BUILT_IN_FUNC ) {
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_set_error("Expected identifier as member");
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return NULL;
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} else if (tokenizer.get_token(2)==GDTokenizer::TK_PARENTHESIS_OPEN) {
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@ -566,7 +566,13 @@ GDParser::Node* GDParser::_parse_expression(Node *p_parent,bool p_static,bool p_
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op->op=OperatorNode::OP_CALL;
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IdentifierNode * id = alloc_node<IdentifierNode>();
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id->name=tokenizer.get_token_identifier(1);
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if (tokenizer.get_token(1)==GDTokenizer::TK_BUILT_IN_FUNC ) {
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//small hack so built in funcs don't obfuscate methods
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id->name=GDFunctions::get_func_name(tokenizer.get_token_built_in_func(1));
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} else {
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id->name=tokenizer.get_token_identifier(1);
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}
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op->arguments.push_back(expr); // call what
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op->arguments.push_back(id); // call func
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