Describe the problem or limitation you are having in your project
I and the developers I am working with prefer to run with warnings as error as early in our project as possible. As some of us are new to Godot and GDScript we have found knowing the proper error name is important when searching the internet for solutions. With warnings as error enabled however we only get the string description of the error, not the error itself.
Specific example: I was getting an error for UNSAFE_METHOD_ACCESS when running our project. When this error is hit the Godot editor displays Parser Error: The method "transition_to_ready_room()" is not present on the inferred type "Node" (but may be present on a subtype). (Warning treated as error.)
If we run with unsafe_method_access=1 as instead we are given slightly more information. Importantly we learn that this is a UNSAFE_METHOD_ACCESS error.
Searching Kagi for godot gdscript UNSAFE_METHOD_ACCESS gives me the answer I needed as a first result. Searching with godot gdscript The method is not present on the inferred type "Node" does not give me the correct response immedietly.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
I think it would be great if the actual error name itself was included in some way in the messaging to developers.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Add the error name in the string, possible as Parser Error: UNSAFE_METHOD_ACCESS: ....
If this enhancement will not be used often, can it be worked around with a few lines of script?
Not that I am aware of, and it would be used often.
Is there a reason why this should be core and not an add-on in the asset library?
Admitidly I am new to Godot, but I don't think an add-on could change this behaviour.
Describe the project you are working on
Twin stick local multiplayer game
Describe the problem or limitation you are having in your project
I and the developers I am working with prefer to run with warnings as error as early in our project as possible. As some of us are new to Godot and GDScript we have found knowing the proper error name is important when searching the internet for solutions. With warnings as error enabled however we only get the string description of the error, not the error itself.
Specific example: I was getting an error for
UNSAFE_METHOD_ACCESS
when running our project. When this error is hit the Godot editor displaysParser Error: The method "transition_to_ready_room()" is not present on the inferred type "Node" (but may be present on a subtype). (Warning treated as error.)
If we run with
unsafe_method_access=1
as instead we are given slightly more information. Importantly we learn that this is aUNSAFE_METHOD_ACCESS
error.Searching Kagi for
godot gdscript UNSAFE_METHOD_ACCESS
gives me the answer I needed as a first result. Searching withgodot gdscript The method is not present on the inferred type "Node"
does not give me the correct response immedietly.Describe the feature / enhancement and how it helps to overcome the problem or limitation
I think it would be great if the actual error name itself was included in some way in the messaging to developers.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Add the error name in the string, possible as
Parser Error: UNSAFE_METHOD_ACCESS: ....
If this enhancement will not be used often, can it be worked around with a few lines of script?
Not that I am aware of, and it would be used often.
Is there a reason why this should be core and not an add-on in the asset library?
Admitidly I am new to Godot, but I don't think an add-on could change this behaviour.