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GDShader only allows switch on integer expressions. Since it's also accepting uint values on switch, it can be assumed this rule is meant to also include uint. However, the implementation is wrong. When doing a switch on a uint value, it still expects int values on every case label.
I was told to report the bug by @Chaosus on devel chat:
case type must be equal to the switch(type)
on Godot it seems bugged and not compile uints in cases under any circumstances
then its another bug
So you're saying switch should work for both int and uint if you use compatible type?
Tested versions
System information
Godot v4.2.2.stable (15073af) - Freedesktop SDK 23.08 (Flatpak runtime) - X11 - Vulkan (Forward+) - integrated Intel(R) HD Graphics 5500 (BDW GT2) () - Intel(R) Core(TM) i5-5300U CPU @ 2.30GHz (4 Threads)
Issue description
GDShader only allows
switch
on integer expressions. Since it's also acceptinguint
values onswitch
, it can be assumed this rule is meant to also includeuint
. However, the implementation is wrong. When doing aswitch
on auint
value, it still expectsint
values on everycase
label.I was told to report the bug by @Chaosus on devel chat:
Steps to reproduce
Minimal reproduction project (MRP)
N/A
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