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preload() has different parsing rules from other function calls #52499
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This seems to be already fixed in 4.0, extends Node
const default_env_okay := preload(
"res://default_env.tres"
)
@onready
var default_env_also_okay := load(
"res://default_env.tres"
) so it's quite possible that fixing this for 3.x will not be worth the time. |
I can take care of this issue. I've investigated it a little bit. |
Feel free to work on this 🙂 Note that we don't assign issues to people who aren't core contributors. This is because we'd prefer not to block other contributors if the assignee becomes inactive. |
I've made a Pull-Request #52521 with a fix of this issue. Please, review (there's only 1 commit with few lines 😊 ) |
I believe this ticket can be already closed. This was even mentioned in the changes of 3.4 beta 6 (https://godotengine.org/article/dev-snapshot-godot-3-4-beta-6) |
Fixed by #52521. |
Godot version
3.3.stable
System information
Windows 10
Issue description
preload()
in GDScript runs on a different ruleset than the usual parser and does not support newlines. When formatting a call to preload like:into:
it will report a parsing error about a misplaced \n, whereas any other function call support it just fine.
Steps to reproduce
Minimal reproduction project
No response
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