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No autocompletion despite static typing #73638
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Yes, you still get the Node2D auto-completion. |
I came here to add this issue, but luckily found this first. Seems quite important to me, as a newcomer to Godot. The first thing I tried to do was type some things in the tutorial, and it failed straight away.
Current workaround is to override the type from get_node, as described above...
But it is confusing and catches newbies like me out :P |
I can confirm also present in Mac (Monterey) on Godot 4.01 |
Just ran into this problem on Godot 4.0.2 while writing some tool scripts. The problem only seems to exist for the variables defined outside of the functions. If the hint is provided inside the function, it works fine. This problem did not exist in Godot 3.5.2. |
My example above is all happening inside a function (as per the https://docs.godotengine.org/en/3.5/getting_started/first_3d_game/05.spawning_mobs.html tutorial) |
I checked and it existed in 3.5 and 3.5.1 and was fixed in 3.5.2. #48037 |
In addition to @poohcom1's comment:
If you use |
Godot version
Godot 4.0 RC 2
System information
Windows 11
Issue description
As the title states you get no autocompletion when statically typing.
Of course the code still works, but it shouldn't be neccessary to cast an object to a type it already is.
Steps to reproduce
Create child class with some functionality
Get node in parent class and call childs function
Minimal reproduction project
N/A
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