![]() P myPrefix%projName%myPostfix.suppress ^ The name of the suppress file is based on the name of the corresponding project.Īnother curious feature is the suppression of warnings that meet certain criteria: PVS-Studio_Cmd.exe suppression -m Suppress ^ This command adds an empty suppress file to each solution project. You can use it to deal with suppress files in many different ways.įor example, you can create a new suppress file for each project of the solution: PVS-Studio_Cmd.exe suppression -m CreateEmptySuppressFiles ^ Now the PVS-Studio_Cmd.exe and pvs-studio-dotnet utilities have a new Suppression mode. New features for suppressing warnings in the command line ![]() For example, you can use one suppress file for warnings left "for later", and another one for false positives.įurther information on these and other features can be found in the documentation. These features will make it easier to implement new scenarios for handling suppress files. Some of the new features are listed below.ġ) You can add warnings to specific suppress files: Now you can have multiple suppress files for each project. Previously, a project could have only one suppress file. The interface for handling suppress files (*.suppress) has been significantly expanded in the plugin for Visual Studio. Feel free to contact us if you have any ideas about what errors the analyzer should detect in Unity projects.Īdvanced handling of suppress files in Visual Studio We intend to further enhance the analysis of Unity projects by fine-tuning existing mechanisms and introducing new diagnostic rules. We've introduced the new V3188 diagnostic rule to search for them. Now PVS-Studio also tracks accesses to methods and properties of potentially destroyed objects. It helps eliminate false positives on dereferencing null references. The new version of the analyzer better recognizes the features of the game engine. This happens because the '=' operator returns true when compared to null if the object being compared is destroyed. If you've ever worked with Unity, you can guess that the only message that will be displayed on the console screen is "obj = null after destroy". ![]() GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Sphere) The peculiarity of this overload is that checking for null can return true even if the reference being compared is not null. The '=' operator is overloaded in a peculiar way for many Unity classes. ![]()
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