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Closes issue #57 as rust analyzer does not seem to have issue with code completion. (#74)
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src/faq/configuration.md

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@@ -131,22 +131,9 @@ godot_gdnative_terminate!(_ as my_symbol_prefix_gdnative_terminate);
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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.
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## How do I get auto-completion with rust-analyzer?
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`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:
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![no-completion](img/no-completion.png)
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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:
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![completion](img/completion.png)
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## How do I get auto-completion with IntelliJ-Rust plugin?
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Similar to rust-analyzer, IntelliJ-Family IDEs struggle to autocomplete gdnative types generated at compile-time.
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IntelliJ-Family IDEs struggle to autocomplete gdnative types generated at compile-time.
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There are two problems preventing autocompletion of gdnative types in IntelliJ-Rust.
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