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C#: Documentation on supporting C# scripts in the Godot editor. #83505
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Would it be possible to reuse this implementation for documentation of GDShader |
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If this gets approved, it looks like worth setting |
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Removing the documentation label, as while this PR deals with documentation generation/display, this is more suited for the dotnet team to handle :) |
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Remove the need for |
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Currently supported documentation blocks are:
Within each documentation block, the following cases are supported:
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Question: does this implementation also support (currently or planned) disabling or overriding the tooltip if I want to have the XMLDoc different from the tooltip, via an attribute? (in this case it could even be BBCode if that's easier) ///<summary>Docs for both code and tooltip.</summary>
[Export] int health;
///<summary>Docs for code.</summary>
[Tooltip("""
Shows as [code]tooltip[/code].
""")]
[Export] int magic;
///<summary>Docs for code only.</summary>
[Tooltip("")] // no tooltip
[Export] int speed; |
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No currently, but a dedicated |
Co-authored-by: DE YU <[email protected]> Co-authored-by: Magian <[email protected]>
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🤔 A second thought, should we try to interpret [GlobalClass]
public partial class CharacterModel : Resource, ICharacter
{
/// <inheritdoc cref="ICharacter.Name" />
[Export] private string _characterName;
} |
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Very very minor, but it might be more prudent to render |
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Hi Godot Team, Can we have an update on this one ? This kind of feature is much needed when your codebase start to reach a critical size. Especially when you start to transfer the backend logic of your game to a plugin. |




resolve godotengine/godot-proposals#8269