Autocomplete Documentation Code Samples and UX Overhaul

Absolutely wonderful update! I do have a question though, would we be able to utilize this with modules? Would it be possible for us to make modules that have descriptions and example codes? If not, is this planned for the future or not? Regardless, amazing update. I’m sure this will help a lot of people.

image

this is also supposed to list findfirstancestor/childofclass, with them all(or atleast more than 1) being visible at once in the list not just 1 at a time …what

Ooooo, this sounds like a really good quality of life change for programmers. :+1:

yes

Personally, I think it looks fine for now.

I use modules, in fact that’s how long the module is, 2k lines. Is full of stuff that the engine should have offered us by default, but you have to do them yourself and other things that I might need when making a game. In short, is a general module.

  • You can’t just assume that when someone says that they have 2k lines of code that they are just using one script to do everything.
  • Also, 1k+ lines for a script doesn’t mean is bad. You shouldn’t be using modules to store a huge code that executes a bunch of stuff just to remove lines from the main script. Literally, what needs to go in the main script, should go there. Anyways, it doesn’t matter, everyone has different styles when scripting.

Either way, idk why people have brought that up when the editor should do it no matter what…

3 Likes

Already encountered an issue with this update, only one Enum item is shown at a time in auto-complete (it seems) which is incredibly frustrating and doesn’t match previous behaviour.

Screenshot 2022-05-07 225151

To add on to this annoyance, attempting to use auto-correct on an Enum causes the whole autocomplete UI to become a single row, for every data type

3 Likes

this aint the case only for enums its for everything widely even custom made variables as my post showed up there ^ its seriously annoying hope this gets fixed asap and praying its not intentional

image
image

1 Like

I’ve noticed that some of the examples are related but are not exactly what someone would be looking for. For example, GetPlayerFromCharacter shows an example of LocalPlayer, which isn’t relevant here.

2 Likes

Hi Abcreator,

I do see there is scrollbar on right edge of autocomplete menu, maybe it’s because you resized the widget? Would you try to resize the AC menu to longer?

3 Likes

Hi jovan,

Since the autocomplete menu now is resizable, would you try to drag the bottom border to resize the height? It looks like you’ve resized the widget to very small which only can contain 1 suggestion, but you still can see other suggestion by scrolling or resizing.

7 Likes

I had the same problem, but I didn’t do anything with the widget. It resized itself for some reason, so this might be a bug. :slight_smile:

4 Likes

Unfortunately we still encounter code that hits the limit of time that auto-complete is allowed to take for a response.
Today we enabled new mode that reduces the quality of suggestions in complex code locations, but you should get ‘simple to figure out’ suggestions even at the end of a big script.

We will continue to work on fixing those locations where code is too complex for current type inference.

3 Likes

Hi LovelyJacob

Thanks for reporting! This is indeed bug and will be fixed soon!

The expected code sample for this API should be:

  local Players = game:GetService("Players")
  local character = workspace.Player
  local player = Players:GetPlayerFromCharacter(character)
  if player then
  	print("Player is " .. player.Name)
  else
  	print("Player doesn't exist!")
  end
4 Likes

Absolutely wonderful update! I do have a question though, would we be able to utilize this with modules? Would it be possible for us to make modules that have descriptions and example codes? If not, is this planned for the future or not? Regardless, amazing update. I’m sure this will help a lot of people.

2 Likes

hello! yes that worked thank you very much just a suggestion, it shouldnt be sized down by default instead vice-versa you should be able to resize it down so many of my friends got confused

This works, but the fact that I (and many other people) didn’t even know how we minimised this menu is worrying. Maybe some sort of bar with an arrow could be added to the bottom of the pop-up to symbolise that it can be dragged up and down.

2 Likes

If you have a widget in another screen, Menus in studio tend not to appear. You can fix it by moving the widget into another screen or by closing it.

Would be nice if they added more code samples when clicking on see examples because each scripter including myself has a different go to scripting style for example

I like to connect a function to a event instead of like calling the function with the function key word that’s just my preference

my preference

game.Players.PlayerAdded:Connect(function()

end

Current Only Example

local function PlayerAdding(Player)
-- Code
end
game.Players.PlayerAdded:Connect(PlayerAdding)
1 Like

I noticed this change the other day. Very useful!

1 Like

Can I suggest some way of connection with Grepper?
For example you turn it on via settings and if a Grepper answer’s search term contains “Roblox” and the name of the object that you’re autocompleting there’s additional example code boxes containing the code from these Grepper answers.
This would be amazing for working efficiency as you won’t always need to type out a problem and find it, but people that have already made an answer for it can help you work much faster!

1 Like

This topic was automatically closed 120 days after the last reply. New replies are no longer allowed.