This is the second time where I feel a conversation has gotten quite a bit off-topic and isn't going to go anywhere. The conversation has changed many times and the current conversation is completely different than the original topic.
For the same reason as the last time, I am closing this thread. However, below I have some broad answers to the questions/topics brought up, as I feel it has kinda gotten all over the place in terms of what has been asked/discussed.
In answer to the original question about the inspector: The inspector is written in C++ with Godot. The inspector itself uses the get_property_list
function to get all of the exposed properties and dynamically constructs UI from that. You can find the code for the editor, which includes the inspector, here on GitHub. You cannot convert it 1:1 to GDScript, because some functions in C++ are not exposed to GDScript, but if you are looking to make something similar, it would be a good reference.
In answer to the documentation and API: I believe the documentation for Godot is pretty good and the API reference is exactly what you want to consult if you are looking for all the methods, functions, properties, etc in a node. There are some flaws and missing sections, but that's just human error and because the documentation is also open source, it is only going to get better with time.
That said, the documentation doesn't tell you exactly how to program your game or how to use everything in every scenario. Instead, you will need to break down what exactly you are trying to do into small, achievable steps, and then tackle each one at a time. The API can help with completing these steps, as well as the Godot Community and search engines (Google, etc), but how you actually implement it will likely depend on your project, what you are trying to achieve, and how you decide to do it. That is why the documentation cannot give solutions to every problem,
In answer to the auto-generated code: Similar to the documentation and API, there is no way to automatically generate code that will be useful beyond very simple problems, because each project has different constraints, design choices, etc. Because there is no right way to do things, there are almost always many ways, there is no good way to automatically generate solutions.
Regardless though, such a feature request is best suited to the Godot Proposal repository: https://github.com/godotengine/godot-proposals
In answer to the tool-tip stuff: Tool-tips are pretty normal features and it showing the properties have been part of Godot for years. While it is understandable that users may not know about it, I'm not sure what the confusion is about it still is. Perhaps tool-tips could be mentioned in the documentation though to help keep new users aware of this, but personally I do not think it's too much of an issue. That said, anyone is welcome to make an issue/pull-request on the documentation suggesting such an addition if they think it would be helpful for beginners.
Overall, I think part of the problem with this discussion, and the previous, is that these discussions become about what Godot should or shouldn't do. Ultimately, while it is fine to voice your thoughts and concerns, please note that Godot is used by MANY users and anyone can influence a change by using the proper channels, but these changes need to be made to help everyone, not just a few. That is the way the Godot team designed it and is the way it should be used so they can best prioritize and plan the direction for Godot.
If you want to suggest changes to Godot, big or small, the Godot Proposal repository is the place to do it: https://github.com/godotengine/godot-proposals. It's fine to have discussion here about changes/feature-proposals, but please keep in mind that it is not really the channel designed for actually formally proposing/making changes to Godot.
Additionally, as @cybereality mentioned, making games isn't easy and learning Godot takes time, practice, energy, and a commitment to learn. I touched on this a bit earlier in the documentation section, but game development doesn't have a single right path nor does it look the same for everyone. It is a complicated process with many different right ways to do things. You will need to learn game development and learn the engine to make games. Following tutorials, making prototype games, and just generally practicing game development are the only ways to get these skills. There is never going to be a guide to make exactly the game you want, because then it wouldn't be your game and instead would be someone else's.
I have been using Godot since Godot 2.0 was first released (3-4 years ago, I think), have contributed many times to all aspects of Godot, and have been a part of the community for years, and I still don't know everything about Godot. Part of what makes game development enjoyable for me is that there's always new things, that it isn't static and you always need to be open-minded and learning. I would highly encourage trying to embrace that game development is a journey, not a fixed destination, and that journey looks different for each developer/project/user.
Again, I am closing this topic due to the discussion going all over the place and having a potential to lead to hurt feelings and/or becoming a heated discussion that benefits no one.