Godot version:
3.1.1
Issue description:
I used a node that required a Color, and was very confused why it wasn't working until I noticed that the alpha was set to 0.
Steps to reproduce:
Add a Set Local Variable node, set its type to Color, click on the color editor and see that alpha is 0.
It should probably default to Color(1, 1, 1, 1) (opaque white) as that's what most properties default to.
Seems like this is what causes the Color to be 0, 0, 0, 0
https://github.com/godotengine/godot/blob/dd2cd06165670bb0d78bf4aa397935be15716e76/modules/visual_script/visual_script.cpp#L95-L103
A null object is forced to be converted to a Color object, which messes up the values. What would the best solution be? I feel like hardcoding a color constructor wouldn't be right.
Seems like Color() (the constructor without any arguments) would work. It returns (0, 0, 0, 1). Maybe that should be used instead of the current approach.
Can you provide a more descriptive way to reproduce this? I think the required changes is this default constructor but I would like to test it first...
https://github.com/godotengine/godot/blob/ee5ba3e0974caba3e3589d2a53405ef7328dc1b1/core/color.h#L206-L211
So apparently this only happens in function calls:

I assume it should all be constructed to Color as 1,1,1,1?
So what's the state of this issue? What is the appropriate way to resolve it? I have submitted a PR a while ago with some breaking changes.
I am completely new to this project. I would like to know how we can add the Set Local Variable Node in the editor, as I would like to reproduce the issue first and then pitch in any thoughts
Most helpful comment
I assume it should all be constructed to Color as
1,1,1,1?