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GDScript: Add check for super() methods not being implemented #81808

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merged 1 commit into from Sep 19, 2023

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anvilfolk
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Brings back what I believe is the OK part of #77324. When checking a super() call in GDScript, we know what the base class is, and can check up the class hierarchy whether the method exists.

The reason that part of #77324 was reverted was because in the general case, when calling any method on any object (e.g. a random node in the scene tree), we can't guarantee that the object doesn't have a script attached (that we don't know of) that implements the method. I don't think this can happen here, because it is specifically for super() calls.

Fixes #81804.

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@KoBeWi KoBeWi left a comment

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Tested and seems to be working correctly.
Also fixes #76938

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@adamscott adamscott left a comment

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Fresh and ready for 4.2.

@adamscott adamscott added the cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release label Sep 17, 2023
@anvilfolk
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Force push was just the comment fixes! :)

@akien-mga akien-mga merged commit 3d3a9ee into godotengine:master Sep 19, 2023
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Thanks!

@anvilfolk anvilfolk deleted the super-virtual branch September 19, 2023 12:24
@YuriSizov
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Cherry-picked for 4.1.3.

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Calling super() when base implementation does not exist doesn't give any error until runtime
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