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Script editor indicates certain classes exist that don't seem to be there #19834
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This can be fixed by ignoring classes that are not "exposed" as it's done for the C# bindings. |
@neikeq Is there a reason these classes aren't exposed? They seem useful. |
They are not meant to be used, they are part of the editor. |
@neikeq But isn't one of the main advantages/features of godot the fact that you can easily expand the features of the engine? |
Is this still reproducible in the current master branch? |
Still reproducible in 3.1 stable. Control-Clicking any of these classes opens an empty unnamed doc tab. |
It's been a while is this bug still reproducible with the current version? |
Yes, tested in 20edf69 |
This is probably easy to fix if any one is interested. For the language runtime: godot/modules/gdscript/gdscript.cpp Lines 1518 to 1531 in 20edf69
For auto-completion: godot/modules/gdscript/gdscript_editor.cpp Lines 2854 to 2866 in 20edf69
These should be changed to ignore classes that are not exposed. Something like this: if (!ClassDB::is_class_exposed(class_name))
continue; |
Godor Version 3.0.3
This happens for certain EditorPlugin classes, they do exist in C++ form in the Godot source, but when one tries to access/extend them from GDscript there's trouble.
When entering the name of the class in the script editor it turns green, this only seems to happen for valid classes, which indicates that the class is available, yet when I try to extend it I get the following message:
built-in:1 - Compile Error: Unknown class: 'CanvasItemEditorPlugin'
This happens for a bunch of EditorPlugin classes eg:
The documentation of these classes when retrieved from the editor also turns up nonexistent.
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