Update the changelog for release 1.3.0

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Nathan Lovato
2020-09-07 22:24:37 -06:00
parent 828ff63da1
commit 099ca4471f

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@@ -4,19 +4,46 @@ This document lists new features, improvements, changes, and bug fixes in each r
## GDScript mode 1.3.0
This release brings many quality-of-life improvements to work more productively with Godot and Emacs.
Big thanks to @VlachJosef and @rileyrg for contributing to this release.
### Features
- Support for running the project and scenes with [hydra](https://github.com/abo-abo/hydra) with `gdscript-hydra-show`.
- Command interpreter (`comint` support) for Godot processes: get and navigate errors within Emacs, and jump to files and GDScript code causing errors.
- The command buffer pops up automatically when you run a scene or the project in the editor.
- Added command `gdscript-format-all` to format all gdscript buffers.
- Added commands `gdscript-format-all` and `gdscript-format-buffer` to gdscript-mode's hydra window (`gdscript-hydra-show`).
- Added command interpreter support for `gdscript-format-*` commands
- Add the ability to open a local copy of the Godot docs with `gdscript-docs-*` commands.
- Multiple projects support. Every project's `godot` process runs in its own buffer.
- Godot's standard output and standard error are fed to a `comint` buffer. This allows you to navigate errors and jump to the corresponding source files, using `compilation-*` commands.
- Hydra supports history of commands for quick re-execution of godot commands. It also provide quick way to run last command again.
- `gdscript-godot-run-current-scene` commands now offers to run any scene file if current buffer is not a scene file.
- `gdscript-godot-run-current-script` command now offers to run any script file if current buffer is not a script file.
- Hydra provides a history of commands for quick re-execution of godot commands. It also provides a quick way to rerun the last command.
- The `gdscript-godot-run-current-scene` command now offers to run any scene file if the current buffer is not a scene file.
- The `gdscript-godot-run-current-script` command now offers to run any script file if the current buffer is not a script file.
- Syntax highlighting for the `$` operator.
### Improvements
- Added unit tests (see `gdscript-tests.el`).
- Added check for missing `godot` executable and a corresponding error message.
- You can force selecting a scene when calling `gdscript-godot-run-current-scene` by using the universal argument (<kbd>C-u</kbd>).
- `gdscript-godot-run-current-scene` will use `projectile` by default if available, otherwise `ivy` or `ido`.
- You can now customize the URL for the Godot API reference: `gdscript-docs-online-search-api-url`.
- Also, use the universal argument (<kbd>C-u</kbd>) before calling `gdscript-docs-browse-api` to force it to use the online docs, even if a local build of the docs is available.
### Changes
- Removed guessing indentation size, which could guess indent sizes wrong.
- Removed the customizable variables `gdscript-indent-guess-indent-offset` and `gdscript-indent-guess-indent-offset-verbose`.
### Bug fixes
- Fixed auto-indentation not working with match blocks.
- Fixed auto-indentation of new blocks sometimes over-indenting.
- Fixed `eww-after-render-hook` always calling gdscript docs formatter, even outside of `gdscript-mode` buffers.
- Removed call to nonexisting function `f-executable-p`.
## GDScript mode 1.2.0