release 0.3.0

This commit is contained in:
Geequlim
2017-08-29 22:10:03 +08:00
parent b7dbbcc589
commit 203e32c3ed
2 changed files with 17 additions and 27 deletions

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@@ -1,5 +1,13 @@
# Change Log
### 0.3.0
* Add project root configuration settings as `GodotTools.godotProjectRoot` thanks Konstantin Zaitcev
* Add auto indent support for gdscript language
* More friendly with godot 3.0 alpha
* Updated script snippets
* Fix highglight error with gdscript language
* Limited code completions
### 0.2.9
* Add configuration `GodotTools.completeNodePath` to switch is complete node pathes
* Enhanced syntax highlight with GDScript

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@@ -40,7 +40,7 @@ You can use the following settings to setup the Godot Tools:
- GodotTools.ignoreIndentedVars: Parse variables defined after indent of not
- GodotTools.parseTextScene: Parse scene files with extension ends with tscn
- GodotTools.completeNodePath: Show node paths of of workspace in the code completion
- GodotTools.godotProjectRoot: The godot project directory wich contains project.godot or engine.cfg
## Issues and contributions
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.
@@ -53,6 +53,14 @@ Make sure you save your .gd file, then run "GodotTools: Update Workspace Symbols
## Release Notes
### 0.3.0
* Add project root configuration settings as `GodotTools.godotProjectRoot` thanks Konstantin Zaitcev
* Add auto indent support for gdscript language
* More friendly with godot 3.0 alpha
* Updated script snippets
* Fix highglight error with gdscript language
* Limited code completions
### 0.2.9
* Add configuration `GodotTools.completeNodePath` to switch is complete node paths
* Enhanced syntax highlight with GDScript
@@ -63,32 +71,6 @@ Make sure you save your .gd file, then run "GodotTools: Update Workspace Symbols
* Add configuration `GodotTools.parseTextScene` to allow disable node path parsing
* Remove `GodotTools.editorServerPort` configuration
### 0.2.7
* Fix some error with syntax checking
* Add symbol support for enumerations
* Remove key bindings for `F5`~`F8` as it might be conflict with other functionalities of VSCode
* You can bind the key bindings back by add following configurations
```json
{
"command": "godot.runWorkspace",
"key": "F5"
},
{
"command": "godot.runCurrentScene",
"key": "F6"
},
{
"command": "godot.openWithEditor",
"key": "F7"
},
{
"command": "godot.updateWorkspaceSymbols",
"key": "F8"
}
```
For more references please ready [keybindings](https://code.visualstudio.com/docs/getstarted/keybindings)
[Full change log](https://github.com/GodotExplorer/godot-tools/blob/master/CHANGELOG.md)
## TODOS: