Each time `r_err_str` is set, we should return a parse error.
Removed redundant `return OK;` which were already handled after the big
`if`/`else if`/`else` for `TK_IDENTIFIER`.
Part of #17372.
(cherry picked from commit e7ebda975a)
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
Integers in Godot are signed 64-bit ints (int64_t), but var2str used
int behind the scenes and would thus overflow after 2^31.
Also properly documented the actual bounds of int and the behaviour
when overflowing them.
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
Until now the pre-allocated array size was defined to be 64 without
a way of adjusting it from the calling side.
This commit adds the size as a template parameter.
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.