release 0.2.9

This commit is contained in:
geequlim
2017-08-06 22:52:47 +08:00
parent 32b3449bf2
commit 0be4aef2bd
2 changed files with 21 additions and 14 deletions

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@@ -1,5 +1,10 @@
# Change Log
### 0.2.9
* Add configuration `GodotTools.completeNodePath` to switch is complete node pathes
* Enhanced syntax highlight with GDScript
* Enhanced code completion with GDScript
### 0.2.8
* Add godot 3.0 project support with configuration `GodotTools.parseTextScene` >= 3
* Add configuration `GodotTools.parseTextScene` to allow disable node path parsing

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@@ -26,13 +26,20 @@ The plug-ins adds a few entries to the command palette
## Settings
You can use the following settings to setup the Godot Tools:
If you like this plugin you can set VSCode as your default script editor with following steps:
1. Open editor settings
2. Select `Text Editor / External`
3. Check the `Use External Editor` box with mouse click
4. Fill `Exec Path` to the path of your Visial Studio Code
5. Fill `Exec Flags` with `{project} --goto {file}:{line}:{col}`
- GodotTools.editorServerPort: The http server port used by the EditorServer Godot module (_see Extra Functionality below_)
- GodotTools.maxNumberOfProblems: Sets the limit for the issues reported by the static code validator
You can use the following settings to setup the Godot Tools:
- GodotTools.godotVersion: The godot version of your project
- GodotTools.editorPath: An absolute path pointing at the Godot Editor executable file. Required to run the project and test scenes from VScode
- GodotTools.workspaceDocumentWithMarkdown: Control the documentations of workspace symbols should be rendered as plain text or html from markdown
- GodotTools.ignoreIndentedVars: Parse variables defined after indent of not
- GodotTools.parseTextScene: Parse scene files with extention ends with tscn
- GodotTools.completeNodePath: Show node pathes of of workspace in the code completion
## Issues and contributions
@@ -40,6 +47,11 @@ The [Godot Tools](https://github.com/GodotExplorer/godot-tools) and the go to [e
## Release Notes
### 0.2.9
* Add configuration `GodotTools.completeNodePath` to switch is complete node pathes
* Enhanced syntax highlight with GDScript
* Enhanced code completion with GDScript
### 0.2.8
* Add godot 3.0 project support with configuration `GodotTools.parseTextScene` >= 3
* Add configuration `GodotTools.parseTextScene` to allow disable node path parsing
@@ -71,17 +83,7 @@ The [Godot Tools](https://github.com/GodotExplorer/godot-tools) and the go to [e
```
For more references please ready [keybindings](https://code.visualstudio.com/docs/getstarted/keybindings)
### 0.2.6
* Add shorthand if else expression support
* Add `enum` and `match` expression support
* Fix bugs with syntax checking
* Updated documentation data with godot 2.1.3
* Add syntax checking for end of expression
* The pulugin is compiled with latest VSCode thanks @arrkiin
* Add key bindings for open workspace with godot editor with `F7` and update workspace symbols with `F8`
[Full change log](CHANGELOG.md)
[Full change log](https://github.com/GodotExplorer/godot-tools/blob/master/CHANGELOG.md)
## TODOS:
* Convert official BBCode documentation into Markdown and render it to HTML with documentation previewer pages