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I thought this might have been close since we refactored into new GDScript but the bug still seems to be there in a way.
No error or warning is seen for:
The issue here was assigning a boolean to a float, not the other way around though, they might very well be different, casting from a non-boolean to a boolean is AFAIK a valid use, the other way around might be something to warn about though
Godot version:
5e837b3
OS/device including version:
win 7
Issue description:
This expresion:
export (bool) var UseAceleration : float = false
Produces no error: no error in the declaration nor in the logic... godot ignores the value entered in inspector and cast false to 0.
The expected result is godot advice to you that entered value doesn´t match the type.
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