diff --git a/CHANGELOG.md b/CHANGELOG.md index dfa50c4..53a21be 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -21,7 +21,7 @@ ``` ### 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 diff --git a/README.md b/README.md index c5cad08..a8595ed 100644 --- a/README.md +++ b/README.md @@ -1,63 +1,79 @@ -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**.