Improve the README and fix various typos

This commit is contained in:
Hugo Locurcio
2019-10-10 16:57:35 +02:00
parent 24c29452c7
commit cf9e478b12
2 changed files with 59 additions and 43 deletions

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```
### 0.3.6
* Fix project configuartion file path
* Fix project configuration file path
### 0.3.5
* Add option to disable syntax checking for GDScript
@@ -61,7 +61,7 @@
* Limited code completions
### 0.2.9
* Add configuration `GodotTools.completeNodePath` to switch is complete node pathes
* Add configuration `GodotTools.completeNodePath` to switch is complete node paths
* Enhanced syntax highlight with GDScript
* Enhanced code completion with GDScript
@@ -74,7 +74,7 @@
* Fix some error with syntax checking
* Add symbol support for enumerations
* Remove key bindings for `F5`~`F8` as it might be confict with other functionalities of VSCode
* 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
{
@@ -110,14 +110,14 @@
* Run games within VSCode terminals
* Add key bindings for `F5 to run the workspace` and `F6 to run the edting scene`
* Fix a lot of bugs with unused vaiable cheching
* Fix a lot of bugs with unused variable checking
* Move workspace symbols state notice to status bar
### 0.2.4
* Add code cheching for asignments and comparations
* Impoved builtin documentation preview page
* Fix bugs with unused vaiable cheching
* Add code checking for asignments and comparisons
* Improved builtin documentation preview page
* Fix bugs with unused variable checking
### 0.2.3
* Fix known errors with code syntax checking
@@ -127,7 +127,7 @@
### 0.2.2
* Better Syntax validating for code blocks
* More waring for non-python liked expression
* More warning for non-python liked expression
### 0.2.1
* Support markdown render in hover tips for documentations in workspace symbols
@@ -135,14 +135,14 @@
### 0.2.0
* Show autoloads informations in hover tips and go to autoloads' definitions are supported now
* Show autoloads information in hover tips and go to autoloads' definitions are supported now
* Fix the bug that workspace symbols resoved twice on Windows
### 0.1.9
* Show workspace constant value in hover tips and completion items
* More readable style for links in documentation preview page
* Improve code completion sort order and auto insert `()` for functions without paramaters
* Improve code completion sort order and auto insert `()` for functions without parameters
* Fix bugs with workspace documentation parsing
### 0.1.8
@@ -159,7 +159,7 @@
* Reorder mouse hover tips, builtin methods are at top of workspace methods
* Show callabel signatures with documente symbols and workspace symbols
* Syntax highlight support for signal paramaters
* Syntax highlight support for signal parameters
### 0.1.5

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A complete set of tools to code games with the [Godot game engine](http://www.godotengine.org/) in Visual Studio Code.
# Godot Tools
**IMPORTANT NOTE**
This version of plugin only support godot 3.2 and above.
A complete set of tools to code games with
[Godot Engine](http://www.godotengine.org/) in Visual Studio Code.
**IMPORTANT NOTE:** Versions 1.0.0 and later of this plugin only support
Godot 3.2 or later.
## Features
The extension comes with a wealth of features to make your Godot programming experience as comfortable as possible:
The extension comes with a wealth of features to make your Godot programming
experience as comfortable as possible:
- Syntax highlighting for the GDScript (`.gd`) language
- Syntax highlighting for the `.tscn` and `.tres` scene formats
- Full Typed GDScript support
- Optional `Smart Mode` to speed up dynamic typed script coding
- Full typed GDScript support
- Optional "Smart Mode" to improve productivity with dynamically typed scripts
- Function definitions and documentation display on hover (see image below)
- Rich auto-completion
- Rich autocompletion
- Display script warnings and errors
- Ctrl-click on a variable or method call to jump to its definition
- Full documentation of the Godot engine's API supported
- Run godot project from VS Code
- Ctrl + click on a variable or method call to jump to its definition
- Full documentation of the Godot Engine's API supported
- Run a Godot project from VS Code
![Showing the documentation on hover feature](img/godot-tools.png)
## Available Commands
## Available commands
The extension adds a few entries to the VS Code Command Palette under "GodotTools":
The extension adds a few entries to the VS Code Command Palette under "Godot Tools":
- Open workspace with Godot editor
- Run workspace as Godot project
- List native classes of godot
- Run the workspace as a Godot project
- List Godot's native classes
## Settings
### Godot
If you like this extension, you can set VS Code as your default script editor for Godot by following these steps:
1. Open editor settings
2. Select `Text Editor > External`
3. Make sure the `Use External Editor` box is checked
4. Fill `Exec Path` with the path to your VS Code executable
5. Fill `Exec Flags` with `{project} --goto {file}:{line}:{col}`
If you like this extension, you can set VS Code as your default script editor
for Godot by following these steps:
1. Open the **Editor Settings**
2. Select **Text Editor > External**
3. Make sure the **Use External Editor** box is checked
4. Fill **Exec Path** with the path to your VS Code executable
5. Fill **Exec Flags** with `{project} --goto {file}:{line}:{col}`
### VS Code
You can use the following settings to configure Godot Tools:
- **editor_path** - The absolute path to the Godot editor executable
- **gdscript_lsp_server_port** - The websocket server port of the GDScript language server
- **check_status** - Check the GDScript language server connection status
## Issues and Contributions
- `editor_path` - The absolute path to the Godot editor executable.
- `gdscript_lsp_server_port` - The WebSocket server port of the GDScript language server.
- `check_status` - Check the GDScript language server connection status.
The [Godot Tools](https://github.com/godotengine/godot-vscode-plugin) extension is an open source project of godot orgnization. Feel free to open issues and create pull requests anytime.
## Issues and contributions
See the [full changelog](https://github.com/GodotExplorer/godot-tools/blob/master/CHANGELOG.md) for the latest changes.
The [Godot Tools](https://github.com/godotengine/godot-vscode-plugin) extension
is an open source project from the Godot orgnization. Feel free to open issues
and create pull requests anytime.
See the [full changelog](https://github.com/GodotExplorer/godot-tools/blob/master/CHANGELOG.md)
for the latest changes.
## FAQ
### Why failed to connect to language server?
- You may not open your project with godot editor.
- Godot 3.2 and above is required.
### Why does it fail to connect to the language server?
### Why isn't intellisense showing up my script members for me?
- The GDScript is a dynamic typed script language the tool cannot infer all the variable types as you want.
- You can turn on the `Smart Mode` in godot editor `Editor Settings > Language Server` by check the `Enable Smart Resolve`.
- Godot 3.2 or later is required.
- Make sure to open the project in the Godot editor first. If you opened
the editor after opening VS Code, you can click the **Retry** button
in the bottom-right corner in VS Code.
### Why isn't IntelliSense displaying script members?
- GDScript is a dynamically typed script language. The language server can't
infer all variable types.
- To increase the number of results displayed, open the **Editor Settings**,
go to the **Language Server** section then check **Enable Smart Resolve**.