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[TRACKER] List of unused signals #37604
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I created small program in Rust which search for unused signals - https://github.com/qarmin/godot_signal_checker I checked commit 0819657 With help of this program I found automatically a lot of possible unused signals
Emitted and added signals but never connected are probably not a bug, because user may want to connect them manually
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I did the python rewrite of the godot_signal_checker script, https://github.com/DanielKriz/godot_signal_checker. But I don't know if it is still relevant. It has been tested towards the origin on the newest version of godot. |
This category is wrong, all these are emitted via |
@DanielKriz I tried your script, it's helpful but it would be great if it could do this:
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I am going to try to look into in after exams. It would be great if the script would be helpful in some way. |
Godot version:
4.0.dev.custom_build. 321ce4d
Issue description:
With help of https://github.com/qarmin/godot_signal_checker (which could be rewritten to python to be able to put it inside CI in Godot repository) I found lot of potential unused signals with this methodology:
Added signals have at the beginning of line
ADD_SIGNAL(MethodInfo(\"
Emitted signals have at the beginning of line
emit_signal(CoreStringNames::get_singleton()->
,emit_signal(SceneStringNames::get_singleton()->
oremit_signal(\"
Connected signals have at the beginning of line
->connect(\"
orconnect_compat(\"
Signals which are emitted and connected but never added
Signals which are added but never emitted or connected
Signals which are added and connected but never emitted
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