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As shown in video, custom class in autoload script has no autocompletion hints.
But declare the autoload type as a variable seems correctly, like the "g" variable in video.
Just a guess, it seems be able to infer the type, just broken in autocompletion.
If type the following code:
Globals.dog.age = "a string"
Even "age" is no static references, you can't "Command + click" to jump to declaration.
But the editor will alert an error "String to Int".
I have tried the Internal class Sprite2D is ok, all works fine.
Steps to reproduce
Create a gdscript , and set to "Autoload".
Add a variable of custom type (Node or Object)
Open another gdscript file
Type some code to access members of your custom type.
Godot version
v4.0.1.rc1.official [d23922f]
System information
MacOS 13.2, Mac mini(Inter chip)
Issue description
Please review the issues in the video.
autoload-no-autocompletion.mov
Here is my autoload setting.
As shown in video, custom class in autoload script has no autocompletion hints.
But declare the autoload type as a variable seems correctly, like the "g" variable in video.
Just a guess, it seems be able to infer the type, just broken in autocompletion.
If type the following code:
Even "age" is no static references, you can't "Command + click" to jump to declaration.
But the editor will alert an error "String to Int".
I have tried the Internal class Sprite2D is ok, all works fine.
Steps to reproduce
Minimal reproduction project
autoload-no-autocompletion.zip
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