Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Intellisense shows all symbols #62

Closed
richcollins opened this issue May 7, 2018 · 10 comments
Closed

Intellisense shows all symbols #62

richcollins opened this issue May 7, 2018 · 10 comments

Comments

@richcollins
Copy link

When typing self. the intellisense completion appears to include every possible symbol, not just those that the Sprite class responds to.

@richcollins
Copy link
Author

untitled 2

@Geequlim
Copy link
Contributor

Geequlim commented May 8, 2018

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.

@Geequlim Geequlim added the bug label May 8, 2018
@richcollins
Copy link
Author

richcollins commented May 8, 2018 via email

@Geequlim
Copy link
Contributor

Geequlim commented May 8, 2018

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.

@tengkuizdihar
Copy link

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

@Geequlim
Copy link
Contributor

The GDScript has changed a lot in Godot 3.1
I'll rewrite the language parser when I have some free time.

@tengkuizdihar
Copy link

Bumping the issue. I should remind you that Godot 3.1 beta is here, and stable are expected some weeks from today.

@chiboreache
Copy link

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

@Geequlim
Copy link
Contributor

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.

@Geequlim
Copy link
Contributor

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

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

4 participants