Daily Godot Tip #5: You can enable Add Type Hints in the editor settings to make auto generated code be spawned in with static typing

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63 points · 5 comments · view on lemmy.world

5 Comments

astrsk@kbin.run · 6 pts · 2y (2 replies)

This is a good tip. While it’s nice it’s automatic for templates it would be nice if I could enable a warning or even build error if I miss a type hint. I’ve started using them everywhere because it helps me when I’m going back through old code or code that hasn’t changed in a while. Especially helpful for debugging. As a recent typescript convert, I much prefer gdscript with type hints.

Adelphius@lemmy.world · 5 pts · 2y (1 reply)

You can do this on a per project basis.

Under Project Setting > General enable advanced settings.

Then under Debug > GDScript you can set your preferred settings for warning and error. I like these settings as it's more like a statically typed language:

  • Untyped Declaration: Error
  • Unsafe Property Access: Error
  • Unsafe Method Access: Error
  • Unsafe Cast: Warn
  • Unsafe Call Argument: Error
astrsk@kbin.run · 2 pts · 2y

Oh fantastic thank you! I didn’t know they called it unsafe, which would explain why my search of settings didn’t come up with type hinting here. Much appreciated!

grrgyle@slrpnk.net · 5 pts · 2y

Very handy, thank you!

Binette@lemmy.ml · 1 pts · 2y

I remember it being enabled automatically at some point, but then it was removed. Or maybe I'm remembering it wrong