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Create new built in function adds parentheses #189
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Related to #184. Which other VS Code extensions do you have enabled? Maybe one of them could interfere with autocompletion. (I haven't tested this locally.) |
After testing more out, they each seem to work differently.
|
I think |
Okay, I have removed that from the list of tested items. |
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I've finally investigated this eons later and can confirm that it's an issue with the LSP. if ((item.kind == lsp::CompletionItemKind::Method || item.kind == lsp::CompletionItemKind::Function) && !item.label.ends_with("):")) {
item.insertText = item.label + "(";
if (symbol && symbol->children.empty()) {
item.insertText += ")";
}
} does not take into consideration instances where static typing is included with |
No any possible fix? This bug is a bit annoying. |
@Misignu This is a bug that needs to be fixed in Godot's C++ code, not in the Visual Studio Code extension. Due to this, it will have to wait until someone opens a pull request to fix this on godotengine/godot and gets it merged. |
This seems to have been resolved. I am not seeing the issue anymore. |
When creating a function such as
_ready
,_process
, etc., opening and closing parentheses is created after the colon:The text was updated successfully, but these errors were encountered: