From 0be4aef2bdabfdb964a39c2cd79d1934d3189a66 Mon Sep 17 00:00:00 2001 From: geequlim Date: Sun, 6 Aug 2017 22:52:47 +0800 Subject: [PATCH] release 0.2.9 --- CHANGELOG.md | 5 +++++ README.md | 30 ++++++++++++++++-------------- 2 files changed, 21 insertions(+), 14 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index f8c7e96..0e3802c 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -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 diff --git a/README.md b/README.md index 0532f52..6db3bf4 100644 --- a/README.md +++ b/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