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Comments (10)

Geequlim avatar Geequlim commented on June 12, 2024 3

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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Geequlim avatar Geequlim commented on June 12, 2024 1

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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richcollins avatar richcollins commented on June 12, 2024

untitled 2

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Geequlim avatar Geequlim commented on June 12, 2024

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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richcollins avatar richcollins commented on June 12, 2024

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Geequlim avatar Geequlim commented on June 12, 2024

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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tengkuizdihar avatar tengkuizdihar commented on June 12, 2024

I hope this get resolved. Can't wait to get a proper vscode integration.

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tengkuizdihar avatar tengkuizdihar commented on June 12, 2024

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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chiboreache avatar chiboreache commented on June 12, 2024

Can confirm — strong typing doesn't affects on IntelliSense at all.

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Geequlim avatar Geequlim commented on June 12, 2024

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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