* Fix **= operator being formatted incorrectly
* Fix variables in get_node()-style function calls not being highlighted
* Move super from builtin_classes to keywords
* Fix uppercase builtin classes being highlighted as constants
* Fix setter and getter highlighting/formatting
* Fix variable as default parameter not highlighted in function declaration
* Update float syntax rules and formatting
* Add missing export_group annotation
* Moved abstract from an annotation to a keyword
* Add an example of the other type of string interpolation.
* Fix nodepath function highlighting/tokenization
* Reverted dangerous line removal behavior change
* Fix detection of match keyword vs .match() function
* Rearrange formatter options
* Fix option default value
* Add biome linter/formatter config file
* Fix linter errors
* Add system to supply custom config values in tests
* Remove unused variable
* Implement tests for both formatter options
* Clean up formatter option handling
* Fix extra space inserted in list of nodepaths
* Add token rules for square and curly braces
* Updated Godot icons (and removed old ones)
* Improve "Debug Pinned Scene" command by making the pinned scene persist between VSCode sessions
* Fix scene file highlighting not working
* Fix ScenePreview not working in Godot 3
* Add buttons for relevant actions to ScenePreview items
* Add internal document links for SubResource() and ExtResource() statements in scene files
* Add hover for SubResource() and ExtResource() statements in scene files
* Improve ability to right click -> open docs for methods of builtin types (doesn't always work)
* Add a file decorator to show the pinned debug file in the filesystem view/editor tabs
* Add item decorators to the Scene Preview to show Node attributes more clearly
* Updated readme
* Overhauled documentation viewer
* Added GDScript formatter
* Add (disabled) experimental providers for custom completions, semantic tokens, and tasks
* Lots of internal refactoring
* Significantly rework the debugger to add Godot 4 support.
* Simplify debugger internal message handling and shorten code paths, to enable easier maintenance in the future.
* Streamline debugger configs: almost all fields are now optional, and the debugger should work out-of-the-box in a wider set of situations.
* Add guardrails, error handling, and input prompts to help guide the user to correct usage/configuration.
* Add the following commands:
* godotTools.debugger.debugCurrentFile
* godotTools.debugger.debugPinnedFile
* godotTools.debugger.pinFile
* godotTools.debugger.unpinFile
* godotTools.debugger.openPinnedFile
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Co-authored-by: RedMser <redmser.jj2@gmail.com>
Co-authored-by: Zachary Gardner <30502195+ZachIsAGardner@users.noreply.github.com>
Better syntax highlighting for properties. Class variables used to be unhighlighted and are now highlighted properly as `variable.other.gdscript`, properties are still highlighted as `variable.other.property.gdscript`
* binary int notation
* `_` spacers in numeric literals
* fixed several instances of incorrect case insensitivity
* @"a", &"b", ^"c", and r"d" style string literals
This pull request makes the syntax highlighting of GDScript more closely match
the built-in Godot editor's, as well as VSCode's Python syntax highlighting.
This enables Github's linguist to pick up on an up to date GDScript
grammar file and better highlight GDScript files on Github without
impacting the extension's functions.