Comments (10)
The GDScript has changed a lot in Godot 3.1
I'll rewrite the language parser when I have some free time.
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The new version fixed the problem and will be published when godot 3.2 RC release.
This featue can be disabled by disable select smart resolve mode
in the editor settings.
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The GDScript parser cann't parse the classe correctlly yet. So it give you all the possible symbols.
I am planing to refactor the parser if the optional typing in GDScript is implemented.
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It use the native GDScript parser writing in C++ so the type of self
can be infered coreectly.
But it is not work for variables and paramaters by the godot editor.
So this plugin can speed up GDScript coding by providing you whatever you want to write.
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I hope this get resolved. Can't wait to get a proper vscode integration.
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Bumping the issue. I should remind you that Godot 3.1 beta is here, and stable are expected some weeks from today.
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Can confirm — strong typing doesn't affects on IntelliSense at all.
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I'm closing this as the new version has fixed this issue.
You can try the new version of the plugin with godot 3.2 from the release page
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Related Issues (20)
- Godot Editor is closed when VSCode is closed if opened using "Open workspace with Godot Editor" from VSCode HOT 2
- Opening a file through Godot doesn't work if opened using "Open workspace with Godot Editor"
- Binary operators not maintaining correct spaces HOT 3
- There was an error in the reference document of the plug-in updated on yesterday 22nd. I used the latest version on github to install and recover
- Changing any static functions/variables requires a full restart of Godot HOT 3
- Conditional breakpoints are considered "not supported by this debugger" HOT 1
- Preload file does not exist HOT 1
- Reset connection attempts on successfull connect to a GDScript language server. HOT 2
- Generate wrong node path when dragging node from scene preview tree into gds file
- For me 2.0.0 is broken HOT 3
- Display color picker when editing colors HOT 3
- Dollar-sign shorthand for get_node() inserts extra set of quote marks HOT 7
- v2.0.0 maxes out my CPU HOT 1
- Scene Preview is broken HOT 1
- Breakpoints inside threads are not triggered properly
- Relative preload syntax is not supported HOT 10
- `class_name` claims custom class hides global script class HOT 2
- Need a config setting to explicitly specify project file/dir
- Formatter will break code with << and scientific notiation HOT 1
- Headless LSP can't use relative path HOT 5
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