diff --git a/src/faq/configuration.md b/src/faq/configuration.md index a5e8d97..2b35bb1 100644 --- a/src/faq/configuration.md +++ b/src/faq/configuration.md @@ -131,22 +131,9 @@ godot_gdnative_terminate!(_ as my_symbol_prefix_gdnative_terminate); Yes, with NativeScript so long as you can create a `NativeScript` wrapper you can create GDScript bindings for a Rust crate. See the [logging recipe](../recipes/logging.md) for an example of wrapping a Rust logging crate for use with GDScript. - -## How do I get auto-completion with rust-analyzer? - -`godot-rust` generates most of the gdnative type's code at compile-time. Editors using [rust-analyzer](https://github.com/rust-analyzer/rust-analyzer) struggle to autocomplete those types: - -![no-completion](img/no-completion.png) - - -People [reported](https://github.com/rust-analyzer/rust-analyzer/issues/5040) similar issues and found that switching on the `"rust-analyzer.cargo.loadOutDirsFromCheck": true` setting fixed it: - -![completion](img/completion.png) - - ## How do I get auto-completion with IntelliJ-Rust plugin? -Similar to rust-analyzer, IntelliJ-Family IDEs struggle to autocomplete gdnative types generated at compile-time. +IntelliJ-Family IDEs struggle to autocomplete gdnative types generated at compile-time. There are two problems preventing autocompletion of gdnative types in IntelliJ-Rust.