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release 0.3.0
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# Change Log
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### 0.3.0
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* Add project root configuration settings as `GodotTools.godotProjectRoot` thanks Konstantin Zaitcev
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* Add auto indent support for gdscript language
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* More friendly with godot 3.0 alpha
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* Updated script snippets
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* Fix highglight error with gdscript language
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* Limited code completions
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### 0.2.9
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* Add configuration `GodotTools.completeNodePath` to switch is complete node pathes
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* Enhanced syntax highlight with GDScript
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36
README.md
36
README.md
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- GodotTools.ignoreIndentedVars: Parse variables defined after indent of not
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- GodotTools.parseTextScene: Parse scene files with extension ends with tscn
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- GodotTools.completeNodePath: Show node paths of of workspace in the code completion
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- GodotTools.godotProjectRoot: The godot project directory wich contains project.godot or engine.cfg
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## Issues and contributions
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The [Godot Tools](https://github.com/GodotExplorer/godot-tools) and the go to [engine modules](https://github.com/GodotExplorer/editor-server) are all hosted on GitHub. Feel free to open issues there and create pull requests anytime.
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@@ -53,6 +53,14 @@ Make sure you save your .gd file, then run "GodotTools: Update Workspace Symbols
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## Release Notes
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### 0.3.0
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* Add project root configuration settings as `GodotTools.godotProjectRoot` thanks Konstantin Zaitcev
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* Add auto indent support for gdscript language
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* More friendly with godot 3.0 alpha
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* Updated script snippets
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* Fix highglight error with gdscript language
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* Limited code completions
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### 0.2.9
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* Add configuration `GodotTools.completeNodePath` to switch is complete node paths
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* Enhanced syntax highlight with GDScript
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@@ -63,32 +71,6 @@ Make sure you save your .gd file, then run "GodotTools: Update Workspace Symbols
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* Add configuration `GodotTools.parseTextScene` to allow disable node path parsing
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* Remove `GodotTools.editorServerPort` configuration
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### 0.2.7
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* Fix some error with syntax checking
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* Add symbol support for enumerations
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* Remove key bindings for `F5`~`F8` as it might be conflict with other functionalities of VSCode
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* You can bind the key bindings back by add following configurations
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```json
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{
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"command": "godot.runWorkspace",
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"key": "F5"
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},
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{
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"command": "godot.runCurrentScene",
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"key": "F6"
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},
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{
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"command": "godot.openWithEditor",
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"key": "F7"
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},
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{
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"command": "godot.updateWorkspaceSymbols",
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"key": "F8"
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}
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```
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For more references please ready [keybindings](https://code.visualstudio.com/docs/getstarted/keybindings)
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[Full change log](https://github.com/GodotExplorer/godot-tools/blob/master/CHANGELOG.md)
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## TODOS:
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