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[LSP] Inconsistent autocomplete suggestion with get_node
and typed variables.
#43136
Comments
This is consistent with the built-in GDScript editor. In fact, this is a case where the language server does a better job than the GDScript editor. If you take the above code in the screenshots and try to get It's still wrong, mind you, but it's not an LSP bug, as the LSP forwards the call to Because its actual type is assumed to be "Node" because the scene is closed or |
I encountered a similar issue in the GDScript editor. onready var foo: Spatial = get_parent() Here |
Also see: #42005 |
Closing as duplicate of #53318 |
Godot version:
3.2.3
OS/device including version:
Linux 5.4.0 (Linux Mint)
Issue description:
If the node doesn't exist, the LSP doesn't give the right autocompletion (checked in debug mode, the LSP server's message doesn't contain any members of the
Sprite
class and thus is a bug on the LSP server) :If the node exists, the autocompletion works as intended :
The autocomplete works as intended too when the node doesn't exists if the
get_node
call is cast :Linked with godotengine/godot-vscode-plugin#235.
Steps to reproduce:
See above screenshots.
Minimal reproduction project:
/
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