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

No code completion on obvious case #16257

Closed
Zylann opened this issue Jan 31, 2018 · 14 comments · Fixed by #19264
Closed

No code completion on obvious case #16257

Zylann opened this issue Jan 31, 2018 · 14 comments · Fixed by #19264

Comments

@Zylann
Copy link
Contributor

Zylann commented Jan 31, 2018

Godot 3.0 stable

With the following code:

extends Panel

func _ready():
	var f = File.new()
	f.

When I type the final dot, nothing comes out.
In 2.1.4 I get auto-complete straight away.

Note 1:
If I write open("test.txt") and attempt to Ctrl+Click on open, nothing happens.

Note 2:
it seems to happen in more places where completion used to work, like onready vars assigned with get_node.

@Zylann Zylann changed the title No completion on obvious case No code completion on obvious case Jan 31, 2018
@11clock
Copy link

11clock commented Jan 31, 2018

Noticed this with KinematicBody2D’s get_safe_margin as well.

@reduz
Copy link
Member

reduz commented Jan 31, 2018 via email

@reduz
Copy link
Member

reduz commented Jan 31, 2018 via email

@Zylann
Copy link
Contributor Author

Zylann commented Jan 31, 2018

@reduz functions I tried don't have properties, they should get completion. I noticed about properties, but in my case it just seems like completion is not working in several other situations.

@reduz
Copy link
Member

reduz commented Jan 31, 2018

because you are not supposed to use them anymore, use the properties

@reduz
Copy link
Member

reduz commented Jan 31, 2018

ah, you edited it, if no property exists, regular functions should complete fine. I was refering to get_safe_margin mostly.

@vnen
Copy link
Member

vnen commented Jan 31, 2018

I noticed it does show the completion if you leave one (sometimes two) empty lines after the declaration, before trying to use it.

@reduz
Copy link
Member

reduz commented Jan 31, 2018 via email

@bojidar-bg
Copy link
Contributor

bojidar-bg commented Jan 31, 2018

Can confirm, I remember it started happening "recently"

@11clock
Copy link

11clock commented Feb 1, 2018

@reduz How do you access the safe margin then? It has the name "collision/safe_margin" which gives me an error when I try to access it.

@Zylann
Copy link
Contributor Author

Zylann commented Feb 1, 2018

@11clock Hmm indeed the doc is confusing about it too http://docs.godotengine.org/en/3.0/classes/class_kinematicbody2d.html#member-variables
Maybe needs a separate issue (meanwhile you can use .get("collision/safe_margin"))

@akien-mga akien-mga added this to the 3.1 milestone Feb 1, 2018
@ghost
Copy link

ghost commented Feb 1, 2018

This might be a little off the topic but using a theme file generated with the "Current Editor Theme" option
also causes code completion to stop working when selected in the Project Settings/Gui/Theme/Custom setting.

@Silenoid
Copy link

Silenoid commented Sep 5, 2019

also causes code completion to stop working when selected in the Project Settings/Gui/Theme/Custom setting.

Finally the solution I was desperately searching for these 2 days.
I'm on Godot 3.1.1 stable and I was having the "no completion" problem on a specific project on which I've changed the main theme in project settings.
The autocompletion was not working on both Windows 10 and Arch Linux.
Now everything is fine. It surely is caused by the main theme setting.

This issue should be re-opened.

@vnen
Copy link
Member

vnen commented Sep 5, 2019

@Scemenzo what you describe looks like a different bug, please open a new issue with the template filled.

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

Successfully merging a pull request may close this issue.

7 participants