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- .. _doc_gdscript_warning_system:
- GDScript warning system
- =======================
- The GDScript warning system complements :ref:`static typing <doc_gdscript_static_typing>`
- (but it can work without static typing too). It's here to help you avoid
- mistakes that are hard to spot during development, and that may lead
- to runtime errors.
- You can configure warnings in the Project Settings under the section
- called **GDScript**:
- .. figure:: img/typed_gdscript_warning_system_settings.webp
- :alt: Warning system project settings
- Warning system project settings
- .. note::
- As shown in the image above, you must enable **Advanced Settings** in order to see the GDScript section.
- You can find a list of warnings for the active GDScript file in the
- script editor's status bar. The example below has 3 warnings:
- .. figure:: img/typed_gdscript_warning_example.png
- :alt: Warning system example
- Warning system example
- To ignore specific warnings in one file, insert a special comment of the
- form ``# warning-ignore:warning-id``, or click on the ignore link to the
- right of the warning's description. Godot will add a comment above the
- corresponding line and the code won't trigger the corresponding warning
- anymore:
- .. figure:: img/typed_gdscript_warning_system_ignore.png
- :alt: Warning system ignore example
- Warning system ignore example
- You can also choose to ignore not just one but all warnings of a certain
- type in this file with ``# warning-ignore-all:warning-id``. To ignore all
- warnings of all types in a file add the comment ``# warnings-disable`` to it.
- Warnings won't prevent the game from running, but you can turn them into
- errors if you'd like. This way your game won't compile unless you fix
- all warnings. Head to the ``GDScript`` section of the Project Settings to
- turn on this option. Here's the same file as the previous example with
- warnings as errors turned on:
- .. figure:: img/typed_gdscript_warning_system_errors.png
- :alt: Warnings as errors
- Warnings as errors
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