### Godot version

4.0.3

### System information

Win7

### Issue description

![image](https://github.com/godotengine/godot/assets/28286958/abec9d3c-e078-424c-9430-d9fe8897aad6)


### Steps to reproduce

1. Create shader
2. Add uint with hex, e.g. 0xffffu

### Minimal reproduction project

N/A
ScriptLanguage::CodeCompletionKind kind = ScriptLanguage::CODE_COMPLETION_KIND_MEMBER;
								if (E.value.constant) {
									kind = ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT;
								}
								matches.insert(E.key, kind);
							}
						}
					}
					for (const KeyValue<StringName, ShaderNode::Constant> &E : shader->constants) {
						matches.insert(E.key, ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT);
					}
					for (const KeyValue<StringName, ShaderNode::Varying> &E : shader->varyings) {
						matches.insert(E.key, ScriptLanguage::CODE_COMPLETION_KIND_VARIABLE);
					}
					for (const KeyValue<StringName, ShaderNode::Uniform> &E : shader->uniforms) {
						matches.insert(E.key, ScriptLanguage::CODE_COMPLETION_KIND_MEMBER);
					}
				}
				for (int i = 0; i < shader->functions.size(); i++) {
					if (!shader->functions[i].callable || shader->functions[i].name == skip_function) {
						continue;
					}
					matches.insert(String(shader->functions[i].name), ScriptLanguage::CODE_COMPLETION_KIND_FUNCTION);
				}
				int idx = 0;
				bool low_end = RenderingServer::get_singleton()->is_low_end();
				if (stages && stages->has(skip_function)) {
					for (const KeyValue<StringName, StageFunctionInfo> &E : (*stages)[skip_function].stage_functions) {
						matches.insert(String(E.key), ScriptLanguage::CODE_COMPLETION_KIND_FUNCTION);
					}