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I personally feel like the Script Editor's "Method Filter" isn't useful enough. While following GDScript Style Guides can definitely help, making use of the list the "Method Filter" displays can get somewhat tricky.
There's no hint on what each method actually is: if it's inherited or overridden from the Engine ( _ready(), _input(), _integrate_forces(), _get_property_list() ) or from the parent script, if it's static, if it's connected to signals in the current Scene, what the returned value is etc. etc.
The "Go to Function..." menu shares a similar problem, but it's designed under the assumption that the user already knows what they're looking for.
Furthermore, inner classes' and their methods aren't visualized, neither are the optionally named, nested lambda functions in Godot 4.0 (although this may actually be desirable). The "Method Filter" is good for a quick overview but on more advanced scripts it can be fairly intricate and often redundant to read.
All the above combined render "Folding all Lines" or the simpler "Find..." more consistently favourable options to get an overview of the current script and/or search across it.
I believe these could vaguely be some of the possible improvements the "Method Filter" panel could use:
Icons accompanying each method name to classify them;
Hover on a method's name to display more information about it;
Ability to group and display methods by type (Engine, overridden, static, etc. etc.):
This would render it more like a tree structure;
Likely beneficial for visualizing named nested lambda functions if desirable;
Conditional extra padding or separation between methods in the list:
Perhaps dependent on the distance between them within the script (e.g. two or more new lines between _ready() and jump() visualise in the Method Filter with extra padding in between both);
Colour-coding method names (not a fan, there's plenty of colours in the text editor already);
Could be worth a shot just for overridden methods.
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I personally feel like the Script Editor's "Method Filter" isn't useful enough. While following GDScript Style Guides can definitely help, making use of the list the "Method Filter" displays can get somewhat tricky.
There's no hint on what each method actually is: if it's inherited or overridden from the Engine (
_ready()
,_input()
,_integrate_forces()
,_get_property_list()
) or from the parent script, if it's static, if it's connected to signals in the current Scene, what the returned value is etc. etc.The "Go to Function..." menu shares a similar problem, but it's designed under the assumption that the user already knows what they're looking for.
Furthermore, inner classes' and their methods aren't visualized, neither are the optionally named, nested lambda functions in Godot 4.0 (although this may actually be desirable). The "Method Filter" is good for a quick overview but on more advanced scripts it can be fairly intricate and often redundant to read.
All the above combined render "Folding all Lines" or the simpler "Find..." more consistently favourable options to get an overview of the current script and/or search across it.
I believe these could vaguely be some of the possible improvements the "Method Filter" panel could use:
_ready()
andjump()
visualise in the Method Filter with extra padding in between both);Beta Was this translation helpful? Give feedback.
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