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GDScript doesn't recognize some newly added members until editor restart #76383
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Surprised to see that this bug has remained open for almost a full year now - curious as to the current priority status? |
This issue has been plaguing a project now for multiple weeks. Is there any way to add attention/urgency to this? Also I noticed the version info above says 4.0.2, but the closed issue marked as a dupe has this on 4.2.1 (which is also where I'm experiencing it). |
@Luke9389 I've had this issue in multiple versions since 4.0 dropped so I dont think its anything to do with a specific version. |
Issues are always assumed to be relevant in the newest available version, unless they have 3.x milestone. |
Have any of you been able to work around this by using VS Code instead of scripting in the engine? |
@Luke9389 VSCode uses the language server so would have (and in my experience, does have) the same issues |
One thing I find strange is that I can open a brand new project, attempt to replicate this behavior, and it's totally fine. This caused me to wonder if perhaps it was a gdLint problem, or something within godot-gdscript-toolkit. |
Seems likely the same as or at least similar to #70841 |
Godot version
4.0.2
System information
Windows 10 x64
Issue description
I have a ScriptB with InternalClass and a ScriptA which has a method that returns InternalClass. If I add an InternalClass2 and change the method to return it, I get an error that the class does not exist. It requires editor restart to fix the error.
The error is also slightly different, depending on whether I use the class as return type or as return value:
godot.windows.editor.dev.x86_64_r1TRrgYr2O.mp4
Steps to reproduce
Minimal reproduction project
gdbug.zip
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