mirror of
https://github.com/godotengine/godot-vscode-plugin.git
synced 2025-12-31 13:48:24 +03:00
release 0.2.9
This commit is contained in:
@@ -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
|
||||
|
||||
30
README.md
30
README.md
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user