godotengine / godotengine/godot-vscode-plugin
More specific class autocompletion in drag-n-drop nodes into editor
- Dominant language
- TypeScript
- Stars
- 2.1k
- Forks
- 257
- PR merge metrics
- No merged PRs in 30d
Description
### Godot version
4.7-stable
### VS Code version
1.130
### Godot Tools VS Code extension version
2.7.1
### System information
Windows 11
### Problem statement
When I drag and drop a node with script into the editor, the resulting variable type is the most generic one, ignoring the custom class in the script
### Proposed solution
Would be great to add an "use custom classname in drag and drop nodes" feature (either at the core or as a setting) to insert that classname if available.
Desired result for example above:
Contributor guide
Research direction
Start by locating the Godot Tools VS Code extension's drag-and-drop handling and the logic that determines the inserted variable type. Trace how a node's script and custom class are exposed, then verify that dragging a scripted node inserts its custom classname when available without changing generic-node behavior.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- godot, typescript
- Domain
- devtools, game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 48/100