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Update the changelog for release 1.3.0
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CHANGELOG.md
33
CHANGELOG.md
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## GDScript mode 1.3.0
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This release brings many quality-of-life improvements to work more productively with Godot and Emacs.
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Big thanks to @VlachJosef and @rileyrg for contributing to this release.
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### Features
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- Support for running the project and scenes with [hydra](https://github.com/abo-abo/hydra) with `gdscript-hydra-show`.
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- Command interpreter (`comint` support) for Godot processes: get and navigate errors within Emacs, and jump to files and GDScript code causing errors.
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- The command buffer pops up automatically when you run a scene or the project in the editor.
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- Added command `gdscript-format-all` to format all gdscript buffers.
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- Added commands `gdscript-format-all` and `gdscript-format-buffer` to gdscript-mode's hydra window (`gdscript-hydra-show`).
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- Added command interpreter support for `gdscript-format-*` commands
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- Add the ability to open a local copy of the Godot docs with `gdscript-docs-*` commands.
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- Multiple projects support. Every project's `godot` process runs in its own buffer.
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- 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.
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- Hydra supports history of commands for quick re-execution of godot commands. It also provide quick way to run last command again.
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- `gdscript-godot-run-current-scene` commands now offers to run any scene file if current buffer is not a scene file.
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- `gdscript-godot-run-current-script` command now offers to run any script file if current buffer is not a script file.
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- Hydra provides a history of commands for quick re-execution of godot commands. It also provides a quick way to rerun the last command.
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- The `gdscript-godot-run-current-scene` command now offers to run any scene file if the current buffer is not a scene file.
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- The `gdscript-godot-run-current-script` command now offers to run any script file if the current buffer is not a script file.
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- Syntax highlighting for the `$` operator.
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### Improvements
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- Added unit tests (see `gdscript-tests.el`).
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- Added check for missing `godot` executable and a corresponding error message.
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- You can force selecting a scene when calling `gdscript-godot-run-current-scene` by using the universal argument (<kbd>C-u</kbd>).
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- `gdscript-godot-run-current-scene` will use `projectile` by default if available, otherwise `ivy` or `ido`.
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- You can now customize the URL for the Godot API reference: `gdscript-docs-online-search-api-url`.
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- 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.
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### Changes
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- Removed guessing indentation size, which could guess indent sizes wrong.
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- Removed the customizable variables `gdscript-indent-guess-indent-offset` and `gdscript-indent-guess-indent-offset-verbose`.
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### Bug fixes
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- Fixed auto-indentation not working with match blocks.
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- Fixed auto-indentation of new blocks sometimes over-indenting.
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- Fixed `eww-after-render-hook` always calling gdscript docs formatter, even outside of `gdscript-mode` buffers.
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- Removed call to nonexisting function `f-executable-p`.
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## GDScript mode 1.2.0
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