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Fix Signal parameters' type will now be correctly displayed in the node signal preview box. #65812
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Commits need to be squashed to a single one as required by our pipeline (see docs.godotengine.org/en/latest/community/contributing/pr_workflow.html |
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Please amend the commit name - and rename it to the PR name ("Fix Signal parameters' type will now be correctly displayed in the node signal preview box.") - we don't use names like "fix [issue link]" |
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I'm sorry about |
If your goal is to only fix the display in the docks, then this is an overkill. If the typing information is not available to the dock, or is unreliable, we can hide But if you want to actually implement typing support for signals, then this needs to cover all use cases. Namely, Either way, this is not in scope for Godot 4.0 as GDScript features are no longer accepted (or any enhancements for that matter) and the work should focus on stability and optimization instead. Also, there is already a proposal for this godotengine/godot-proposals#2557 which you might want to consider for your implementation. |
See this 😄 |
…ode signal preview box.
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CC @vnen |
The linked issue has been resolved. Is any part of this PR still relevant? |
It seems that this PR detects when a connected signal signature is incompatible with the connected function. |
Needs rebase then. |
Version of Godot based on:
v4.0.alpha.custom_build [20d6672]
Signal parameters' type will now be correctly displayed in the node signal preview box.
Modifications to note:
Important note: Compatible with 4.x version only.
Preview:


If you have questions about non-built-in type errors, please see the modification of modules/gdscript/gdscript_parser.cpp