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GMEdit currently uses its own type naming scheme which runs in contrast with Feather's own naming.
The main issue with this is that both can use the same JSDoc formatting for function arguments, but switching between the IDE and GMEdit will cause both to complain about eachother's types.
Some examples:
Feather
GMEdit
Real
number or int
Asset.GMObject<T>
object or T (as asset ID)
Id.Instance<T>
object or T (as instance)
Id.Buffer
buffer
Id.VertexBuffer
vertex_buffer
Id.Surface
surface
Asset.GMSprite<T>
sprite
Constant.Colour
int
...
...
Solutions?
The two solutions I can think of is either adopting Feather's types, or making them aliases in some sense to GMEdit's equivalent types. The latter of these makes more sense to me as it doesn't make existing GMEdit types incorrect.
The text was updated successfully, but these errors were encountered:
GMEdit currently uses its own type naming scheme which runs in contrast with Feather's own naming.
The main issue with this is that both can use the same JSDoc formatting for function arguments, but switching between the IDE and GMEdit will cause both to complain about eachother's types.
Some examples:
Real
number
orint
Asset.GMObject<T>
object
orT
(as asset ID)Id.Instance<T>
object
orT
(as instance)Id.Buffer
buffer
Id.VertexBuffer
vertex_buffer
Id.Surface
surface
Asset.GMSprite<T>
sprite
Constant.Colour
int
Solutions?
The two solutions I can think of is either adopting Feather's types, or making them aliases in some sense to GMEdit's equivalent types. The latter of these makes more sense to me as it doesn't make existing GMEdit types incorrect.
The text was updated successfully, but these errors were encountered: