- move TODOs to github issues
- detect base class method override (_ready, _process, ...)
- C# : rename methods/properties to Pascal-case ex: "Engine.is_editor_hint" => "Engine.IsEditorHint"
- lambda return type inference
- export groups/subgroups annotations
- enum as a type, ex: "var v = MyEnum.FOO" => "MyEnum v = MyEnum.FOO;"
- await ex: "await" => "await ToSignal(....)
- add onready assignments to ready method
- c++ : generate bindings for methods and exported properties
- c++ : add missing get/set when there is one defined
- c++ : typed array needs special binding (see https://forum.godotengine.org/t/how-to-set-up-a-typedarray-with-a-custom-type-in-gdextension/37652/3)
- c++ : add bindings for overloaded methods
- c++ : automatic includes based on member types
- c++ : move static member initilisation into cpp
- c++ : better enum support (enum.value => class::enum::value)
- c++ : bind enums
- c++ : fix unamed enums having empty binding call (
VARIANT_ENUM_CAST()
) - c++ : move property initalization to a constructor ?
-
use gdextension dump json ('godot --dump-extension-api') instead of parsing docs
has some problems, see switchToExtensionDump branch - support user-defined classes in type inference
- add a setting for double or float as default floating point data type
- special literals :
- floating exponents : 58e-10
base16 int : 0x8E(done)- binary int : 0b1010
- raw strings : r"hello"
- string names : &"name"
- nodepath : ^"parent/child"