Implement a special case for allowing "pass" keyword in one-liner class
declaration, to be consistent with Python style.
```
class TestClass: pass
```
This commit fixes#56703
* GDScriptLanguage::complete_code already adds parentheses to function calls, and does this a lot smarter than the language server right now.
* Instead of the previous naive approach we now reuse the same logic as the internal editor.
* For this to have any effect we also have to send the `insertText` field already during the completionRequest and not only during resolve.
(cherry picked from commit bbb07ff8cb)
Backports features and bugfixes from current Godot 4.0 to 3.5 and brings functions and codebase of both version largely in sync to make tutorials more compatible and future backports easier.
Rewrites the definition of how the function works.
Reworks the style of the examples and adds a negative range example.
Changes the while loop to a range loop in the array backwards example.
(cherry picked from commit b2841ce194)
This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
This behavior is inconsistent with non tools builds and can create
issues. Instead, a warning is emitted if there's a type mismatch. If the
type can't be converted, an error is shown instead.
For the editor it gives a converted value to avoid issues with the
property editor, which expects the correct type.
The hash symbol creates spurious issue references on GitHub if
the message is posted outside a code block, which means some issues
have a lot more references than originally intended.
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.