There seem to be a lot of advantages to running the standard engine over the mono version such as smaller build size, no compilation, and extremely fast deployment. For that reason I thought I'd give GDScript a go. But I'm a longtime C# developer, and I've been extremely spoiled by JetBrains' Rider IDE.
When I'm working in GDScript, I really miss my IDE navigation and refactoring features such as "Go to declaration", "Find usages", context-aware rename-refactoring, more-robust auto-complete, etc. I tried using Rider as my GDScript editor using the Godot Support and GDScript plugins, but it still doesn't provide me with most of those features, and it causes some new headaches. Exported variables aren't shown in the inspector after I've created them by modifying the file externally. Rider is fine mixing tabs and spaces, but the GDScript parser isn't (and doesn't tell me until I try running the code)
I realize that not having these context features is directly related to some of the known and listed disadvantages of GDScript being a dynamically-typed language, and so I understand if there isn't any software which provides them. Still, if anyone has something that helps them with this in Godot, Rider, or any other editor, then I would love to know about it. Or just if anyone has tips about how they deal with the headache of refactoring GDScript in the engine editor, I'd love to hear that as well. Thanks! <3
Edit: I'm in 4.X right now because of some of the beta features I want, but I'm still interested in any solutions that might work in 3.X but not 4 yet.