Add typed arrays to GDScript
- Use `Array[type]` for type-hints. e.g.: `var array: Array[int] = [1, 2, 3]` - Array literals are typed if their storage is typed (variable asssignment of as argument in function all). Otherwise they are untyped.
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@ -103,10 +103,11 @@ class GDScriptAnalyzer {
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bool validate_call_arg(const MethodInfo &p_method, const GDScriptParser::CallNode *p_call);
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GDScriptParser::DataType get_operation_type(Variant::Operator p_operation, const GDScriptParser::DataType &p_a, const GDScriptParser::DataType &p_b, bool &r_valid, const GDScriptParser::Node *p_source);
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GDScriptParser::DataType get_operation_type(Variant::Operator p_operation, const GDScriptParser::DataType &p_a, bool &r_valid, const GDScriptParser::Node *p_source);
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void update_array_literal_element_type(const GDScriptParser::DataType &p_base_type, GDScriptParser::ArrayNode *p_array_literal);
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bool is_type_compatible(const GDScriptParser::DataType &p_target, const GDScriptParser::DataType &p_source, bool p_allow_implicit_conversion = false) const;
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void push_error(const String &p_message, const GDScriptParser::Node *p_origin);
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void mark_node_unsafe(const GDScriptParser::Node *p_node);
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bool class_exists(const StringName &p_class);
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bool class_exists(const StringName &p_class) const;
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Ref<GDScriptParserRef> get_parser_for(const String &p_path);
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#ifdef DEBUG_ENABLED
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bool is_shadowing(GDScriptParser::IdentifierNode *p_local, const String &p_context);
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