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Creating a signal connection using the connection dialog results in mangled parameter definitions (beta!) #107995

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@sinni800

Description

@sinni800

Tested versions

Only happens since 4.5 dev or beta, but I'm not sure when exactly.

System information

Godot v4.5.beta (d89f4ab) - Windows 11 (build 26100) - Single-window, 2 monitors - Vulkan (Forward+) - dedicated AMD Radeon RX 6950 XT (Advanced Micro Devices, Inc.; 32.0.21013.1000) - AMD Ryzen 9 5950X 16-Core Processor (32 threads) - 63.90 GiB memory

Issue description

When connecting a signal through the gui with a "more complex" set of parameters (longer type, multiple params), it will mangle the string in some way.

For example, using the Control.gui_input signal, it should generate _on_text_edit_gui_input(event: InputEvent)

But it generates _on_text_edit_gui_input(event: tEvent) instead. For TextEdit.gutter_clicked(line: int, gutter: int) it generates func _on_text_edit_gutter_clicked(line: : int, gutter: er: int) -> void:

This is using the current tip of the repo as of this moment, building using MinGW on Windows, but I think I've had it generate garbage a few days prior already, I just didn't consciously realize that it might be a problem of the Editor.

Steps to reproduce

  1. Create a node with signals
  2. Go to signals, choose a signal with a parameter that has a long type name or even multiple parameters
  3. right click -> connect
  4. choose pretty much anything, generate a new script file, whatever.
  5. hit connect

Minimal reproduction project (MRP)

N/A (happens in a new project immediately)

EDIT: Still happens in Godot v4.5.beta (9a39760)

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