I really must say this package is one of the closest ones to completion I have seen out there for Godot. If it had support for code completion it would be way more usable in the editor, similar to how GDScript does. Not 100% sure what needs to be done for this.
My current guesses of what needs to be done is:
LuaScriptInstance::get_script_instance_info::get_method_list: It seems like currently this is missing? It's hard to say, but it seems like in this area godot-cpp isn't using a cpp api (eg. needing a C structure, GDExtensionScriptInstanceInfo3, and having the need to manually override this).
LuaScript::get_script_method_list - this is implemented, so idk if it would look here for that or not.
LuaScriptLanguage::_get_public_functions - I tried adding here a basic implementation of 2 functions, similar to how GDScript does, but nothing updated on the UI.
Also, the generated code for functions and types would need to be fed into this mechanism.
I really must say this package is one of the closest ones to completion I have seen out there for Godot. If it had support for code completion it would be way more usable in the editor, similar to how GDScript does. Not 100% sure what needs to be done for this.
My current guesses of what needs to be done is:
LuaScriptInstance::get_script_instance_info::get_method_list: It seems like currently this is missing? It's hard to say, but it seems like in this area godot-cpp isn't using a cpp api (eg. needing a C structure,GDExtensionScriptInstanceInfo3, and having the need to manually override this).LuaScript::get_script_method_list- this is implemented, so idk if it would look here for that or not.LuaScriptLanguage::_get_public_functions- I tried adding here a basic implementation of 2 functions, similar to how GDScript does, but nothing updated on the UI.Also, the generated code for functions and types would need to be fed into this mechanism.