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111 Commits
1.3.0 ... 2.3.0

Author SHA1 Message Date
Hugo Locurcio
86ae182088 Bump to version 2.3.0 2024-10-07 17:52:11 +02:00
David Kincaid
658270e742 Capitalize the drive letter in windows absolute paths (#727) 2024-09-25 17:19:59 -04:00
David Kincaid
170d3d4819 Suppress "workspace/symbol" not found error (#723)
* Discard outgoing "workspace/symbol" LSP messages
2024-09-23 13:56:45 -04:00
David Kincaid
1a84a57647 Add documentation page scaling feature (#722)
* Add documentation.pageScale mechanism

* Fix issue with div of map() function catching the minimap style
2024-09-23 13:56:25 -04:00
Hugo Locurcio
9b16946ba9 Update feature request issue template placeholders to match the bug report template 2024-09-23 19:07:41 +02:00
Hugo Locurcio
c4ce162284 Bump to version 2.2.0 2024-09-23 19:04:45 +02:00
dependabot[bot]
e2b891c530 Bump actions/setup-node from 4.0.2 to 4.0.4 (#720)
Bumps [actions/setup-node](https://github.com/actions/setup-node) from 4.0.2 to 4.0.4.
- [Release notes](https://github.com/actions/setup-node/releases)
- [Commits](https://github.com/actions/setup-node/compare/v4.0.2...v4.0.4)

---
updated-dependencies:
- dependency-name: actions/setup-node
  dependency-type: direct:production
  update-type: version-update:semver-patch
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2024-09-19 11:37:36 -04:00
David Kincaid
892f71d3c2 Standardize contributed language's extensions (#716)
This change shouldn't have any actual effect, but I noticed that some file extensions were listed with a period and some weren't. Both styles appear to function the same, but the language contribution point docs use a period, so I've standardized ours to be the same.
2024-09-15 16:34:02 -04:00
David Kincaid
5b725b55fd Fix bare nodepaths referencing absolute/root paths (#712) 2024-09-15 16:04:31 -04:00
David Kincaid
18225ab0d5 Update icons (#711) 2024-09-15 16:04:16 -04:00
David Kincaid
e45d122a37 Add partial debugger support for new types (#715)
* Add PACKED_VECTOR4_ARRAY type

* Disable noUselessElse lint rule

* Fix lint rules and formatting

* Implement decoding for PACKED_VECTOR4_ARRAY

* Implement decoding for typed Arrays
2024-09-15 15:58:16 -04:00
Patrick Werner
bc89f274d5 Add @export_custom and @export_storage to syntax highlighting (#702)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-09-02 23:59:43 +02:00
dependabot[bot]
ec513e7c2e Bump actions/upload-artifact from 4.3.6 to 4.4.0 (#704)
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 4.3.6 to 4.4.0.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v4.3.6...v4.4.0)

---
updated-dependencies:
- dependency-name: actions/upload-artifact
  dependency-type: direct:production
  update-type: version-update:semver-minor
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2024-09-02 23:10:26 +02:00
Dillon Bayless
d915dccba1 fix format_documentation for [code skip-lint] (#700) 2024-08-19 22:32:10 -04:00
dependabot[bot]
5c026f0b32 Bump actions/upload-artifact from 4.3.5 to 4.3.6 (#693)
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 4.3.5 to 4.3.6.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v4.3.5...v4.3.6)

---
updated-dependencies:
- dependency-name: actions/upload-artifact
  dependency-type: direct:production
  update-type: version-update:semver-patch
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2024-08-06 17:26:18 +02:00
dependabot[bot]
ac7ecbde3e Bump actions/upload-artifact from 4.3.3 to 4.3.5 (#691)
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 4.3.3 to 4.3.5.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v4.3.3...v4.3.5)

---
updated-dependencies:
- dependency-name: actions/upload-artifact
  dependency-type: direct:production
  update-type: version-update:semver-patch
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2024-08-05 11:23:58 -04:00
Hugo Locurcio
80fefd2ceb Bump to version 2.1.0
Thanks to all contributors involved in the making of this release,
in particular DaelonSuzuka who has been central in this effort of
maintaining this extension!
2024-07-28 18:29:56 +02:00
David Kincaid
9750f8dfc6 Fix various syntax highlighting issues (#674)
* Fix variable declaration highlighting

* Clean up function call highlighting
2024-07-02 14:04:22 -04:00
David Kincaid
cca25099c4 More Formatter Fixes (#672)
* 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
2024-06-29 16:08:24 -04:00
Marvin Altemeier
6456a789af Improve dragging items from Scene Preview into source code (#661)
Co-authored-by: David Kincaid <daelonsuzuka@gmail.com>
2024-06-29 15:50:18 -04:00
David Kincaid
1ff626ba47 Fix object id decoded as wrong signedness. (#670)
* Fix id being decoded as an signed integer instead of an unsigned integer. (#660)

---------

Co-authored-by: karstensensensen <simonblsoerensen@gmail.com>
2024-06-24 17:43:58 -04:00
David Kincaid
c07fe37f30 Fix bad formatting on several operators (#605)
Many, many formatter and syntax highlighting improvements.
2024-06-24 16:48:44 -04:00
David Kincaid
17af8e20c9 Improve Scene Preview ergonomics (#665)
* Rename Scene Preview "pinning" to "locking"

* Add "refresh scene preview" command as button

* Expose scene preview commands to command palette

* Add openCurrentScene and openMainScript commands
2024-06-23 17:13:40 -04:00
David Kincaid
f55d36e86c Fix handling of editorPaths (#656) 2024-06-20 05:00:55 -04:00
Stephen Bell
df445b8390 improve macOS path resolution for app bundles (#632) 2024-04-29 19:55:52 -04:00
David Kincaid
6b009ea123 Fix relative godotPath values not resolving correctly (#655) 2024-04-29 16:24:52 -04:00
dependabot[bot]
2e6eedb196 Bump actions/upload-artifact from 4.3.2 to 4.3.3 (#651)
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 4.3.2 to 4.3.3.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v4.3.2...v4.3.3)

---
updated-dependencies:
- dependency-name: actions/upload-artifact
  dependency-type: direct:production
  update-type: version-update:semver-patch
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2024-04-24 17:16:26 -04:00
dependabot[bot]
d9d834b165 Bump actions/upload-artifact from 4.3.1 to 4.3.2 (#648)
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 4.3.1 to 4.3.2.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v4.3.1...v4.3.2)

---
updated-dependencies:
- dependency-name: actions/upload-artifact
  dependency-type: direct:production
  update-type: version-update:semver-patch
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2024-04-18 11:44:05 -04:00
Vladimir Pyatnitskiy
0fc399bbc3 Fix debugged process not being terminated when debugging session closes on Linux (#620) 2024-04-17 13:05:32 -04:00
Joseph Gilley
56a7871d06 Fix poor documentation formatting of class titles and inheritance chain (#628) 2024-04-17 12:59:18 -04:00
David Kincaid
019d87e5c7 Prevent document links from accidentally being resolved to your entire document (#639) 2024-04-17 12:45:54 -04:00
InfiniteXyy
a9508d965d Fix project not found when project.godot file is excluded (#635)
* Fix project not found when `project.godot` file is excluded

* Ignore user excludes when using workspace.findFiles

* Fix linter warnings

---------

Co-authored-by: David Kincaid <daelonsuzuka@gmail.com>
2024-04-06 13:45:47 -04:00
David Kincaid
24e72ecc36 Fix LSP connection attempts not resetting (#638)
* Fix linter warnings

* Fix LSP retry count not resetting on connection
2024-04-06 13:42:36 -04:00
Joseph Gilley
ecaf1db977 Improve codeblock formatting in documentation (#629)
* Improve codeblock formatting in documentation

Improves codeblock highlighting by:

 -  Adding context to the codeblock detailing which language the
    following code is.
 -  Setting the `pre` block's background to match the default
    background for `code` blocks to give a consistent experience.
 -  Setting a border radius for the `pre` block double that of the
    `code` block's default (4px, which is hard-coded).
2024-03-22 10:03:38 -04:00
Vladimir Pyatnitskiy
5cef963162 Fix child processes not being killed properly (#613) 2024-03-11 13:57:38 -04:00
David Kincaid
e89cb784da Fix broken scene file parser (#603) 2024-02-25 18:24:16 -05:00
Hugo Locurcio
5ea22968fb Bump to version 2.0.0
Thanks to all contributors involved in the making of this release,
in particular DaelonSuzuka who has been central in this effort of
updating this extension for Godot 4.x!
2024-02-24 18:17:58 +01:00
David Kincaid
c129098bfa Merge pull request #596 from DaelonSuzuka:fix-goto-docs
Fix definition provider not working because of accessing a Map as an Object
2024-02-23 17:15:54 -05:00
David Kincaid
93e49e4273 Fix definition provider not working because of accessing a Map as an Object 2024-02-23 17:14:31 -05:00
David Kincaid
a8a852bf66 Fix negative numbers in params not being formatted correctly (#595) 2024-02-23 11:22:54 -08:00
David Kincaid
51c89a6c35 Add image previews in hovers and fix various errors (#594)
* Fix weak comparisons
* Fix errors when converting resource paths
* Fix type error in register_capabilities
* Add image previews on document link hover
* Add image previews to ExtResource hovers
2024-02-21 14:16:25 -08:00
David Kincaid
0c9c2554fb Syntax highlighting fixes (#593) 2024-02-21 12:07:05 -08:00
David Kincaid
436ff64d07 Fix version check of Godot binary (#592)
* Change default value for godotTools.editorPath.godot4 to "godot"

* Switch godot version check back to using --version
2024-02-21 11:31:32 -08:00
Tristan F
b0f7220f41 Add basic inlay hint support for GDScript (#589)
* Add support for inlay hints in GDScript files
* Add "godotTools.inlayHints.gdscript" and "godotTools.inlayHints.gdresource" settings
* GDScript inlay hints are disabled by default, and marked as experimental
2024-02-21 11:20:36 -08:00
Butch Wesley
0058ffa870 Expose Godot path as getGodotPath command (#586)
adds new command: "godotTools.getGodotPath"

---------

Co-authored-by: David Kincaid <daelonsuzuka@gmail.com>
2024-02-21 10:21:35 -08:00
dependabot[bot]
bf1d739d07 Bump actions/setup-node from 4.0.1 to 4.0.2 (#587)
Bumps [actions/setup-node](https://github.com/actions/setup-node) from 4.0.1 to 4.0.2.
- [Release notes](https://github.com/actions/setup-node/releases)
- [Commits](https://github.com/actions/setup-node/compare/v4.0.1...v4.0.2)

---
updated-dependencies:
- dependency-name: actions/setup-node
  dependency-type: direct:production
  update-type: version-update:semver-patch
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2024-02-07 09:00:11 -08:00
dependabot[bot]
13e9b71d44 Bump actions/upload-artifact from 4.3.0 to 4.3.1 (#584)
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 4.3.0 to 4.3.1.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v4.3.0...v4.3.1)

---
updated-dependencies:
- dependency-name: actions/upload-artifact
  dependency-type: direct:production
  update-type: version-update:semver-patch
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2024-02-06 12:05:24 -08:00
Daelon Suzuka
e2f2dc4b93 Improve path handling when starting processes (#575)
`editorPath.godot3/4` setting and `editor_path` debug configuration now correctly handle paths with spaces or surrounded with quotes.
2024-01-24 21:14:39 -05:00
dependabot[bot]
ccfd30755e Bump actions/upload-artifact from 4.2.0 to 4.3.0 (#576)
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 4.2.0 to 4.3.0.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v4.2.0...v4.3.0)

---
updated-dependencies:
- dependency-name: actions/upload-artifact
  dependency-type: direct:production
  update-type: version-update:semver-minor
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2024-01-24 08:44:23 -08:00
dependabot[bot]
3b018f115c Bump actions/upload-artifact from 4.0.0 to 4.2.0 (#572)
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 4.0.0 to 4.2.0.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v4.0.0...v4.2.0)

---
updated-dependencies:
- dependency-name: actions/upload-artifact
  dependency-type: direct:production
  update-type: version-update:semver-minor
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2024-01-23 13:21:57 -08:00
kaluluosi111
605fe7fa1c fix Godot4.x debug console print multiple logs into one line. (#571) 2024-01-23 13:13:56 -08:00
Daelon Suzuka
4ae31bf99d Launching the editor opens a new custom terminal (#561) 2024-01-06 13:37:59 -08:00
Daelon Suzuka
c5bbd27b04 Clean up project and version detection (#553)
* Fixes #548 
* Add Open Settings button to "select godot exe" prompt
* Cleans up and standardizes Godot binary version detection
* Fix startup dependency order for project dir/file/version checks
* Improve handling of multiple project files
* Create runtime output channel for LSP logging
2024-01-02 02:05:48 -08:00
Daelon Suzuka
34916becd6 Various highlighting/formatting fixes (#559)
* Fix constant attribute access highlighting
* Fix line endings breaking the snapshot tests
* Fix nodepath shorthand formatting
2024-01-02 00:02:30 -08:00
Norbert Ormándi
7462f88848 Fix BBCode [br] not rendering in hover (#557)
Fix BBCode [br] not rendering in hover. This is a workaround to the LSP's incorrect concatenation of doc-comments.
2023-12-28 18:54:03 -08:00
dependabot[bot]
98aa85ed1f Bump actions/setup-node from 4.0.0 to 4.0.1 (#556)
Bumps [actions/setup-node](https://github.com/actions/setup-node) from 4.0.0 to 4.0.1.
- [Release notes](https://github.com/actions/setup-node/releases)
- [Commits](https://github.com/actions/setup-node/compare/v4...v4.0.1)

---
updated-dependencies:
- dependency-name: actions/setup-node
  dependency-type: direct:production
  update-type: version-update:semver-patch
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2023-12-22 08:08:55 -08:00
Sandy Gutierrez
0a794ebc1b Add snapshot tests to formatter (#545)
* Add snapshot tests for formatter
* Add test runner to CI

---------

Co-authored-by: David Kincaid <daelonsuzuka@gmail.com>
2023-12-22 03:04:02 -08:00
dependabot[bot]
ec1d9c3ae6 Bump actions/setup-node from 4.0.0 to 4.0.1 (#550)
Bumps [actions/setup-node](https://github.com/actions/setup-node) from 4.0.0 to 4.0.1.
- [Release notes](https://github.com/actions/setup-node/releases)
- [Commits](https://github.com/actions/setup-node/compare/v4.0.0...v4.0.1)

---
updated-dependencies:
- dependency-name: actions/setup-node
  dependency-type: direct:production
  update-type: version-update:semver-patch
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2023-12-18 19:48:42 +01:00
dependabot[bot]
d6d211bc00 Bump actions/upload-artifact from 3.1.3 to 4.0.0 (#549)
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 3.1.3 to 4.0.0.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v3.1.3...v4.0.0)

---
updated-dependencies:
- dependency-name: actions/upload-artifact
  dependency-type: direct:production
  update-type: version-update:semver-major
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2023-12-18 19:48:35 +01:00
Daelon Suzuka
e7e2d0439d Various QoL Improvements (#529)
* 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
2023-12-06 06:53:10 -08:00
mlsvrts
f65033c626 Adjust Godot version detection regex (#526)
* Adjust Godot version detection regex

Signed-off-by: mlsvrts <mlsvrts@protonmail.com>
2023-11-12 11:44:52 -08:00
Daelon Suzuka
a4c1181894 Rewrite debugger for Godot 4 support + improved maintainability (#452)
* 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

---------

Co-authored-by: RedMser <redmser.jj2@gmail.com>
Co-authored-by: Zachary Gardner <30502195+ZachIsAGardner@users.noreply.github.com>
2023-11-12 07:46:44 -08:00
Daelon Suzuka
55617fdd39 Improve LSP connection behavior (fixes Godot3/4 port issue) (#511)
* Add port auto-fallback when attempting to connect to open editor's LSP

* Improve status widget tooltips

* Fix issue with configuration changes requiring a reload

* Upgraded logger utility
2023-10-28 17:20:19 -07:00
dependabot[bot]
55fd8964a6 Bump actions/setup-node from 3.8.1 to 4.0.0 (#519)
Bumps [actions/setup-node](https://github.com/actions/setup-node) from 3.8.1 to 4.0.0.
- [Release notes](https://github.com/actions/setup-node/releases)
- [Commits](https://github.com/actions/setup-node/compare/v3.8.1...v4.0.0)

---
updated-dependencies:
- dependency-name: actions/setup-node
  dependency-type: direct:production
  update-type: version-update:semver-major
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2023-10-23 10:08:17 -07:00
Ryan Brue
dcbfcb4b4b Syntax highlighting changes (#515)
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`
2023-10-21 21:59:20 -04:00
Daelon Suzuka
d8700eaca1 Fix Headless LSP not starting (#513) 2023-10-14 17:11:08 -07:00
Daelon Suzuka
d3b2c5227c Reorganize extension entrypoint (#505)
* Combine godot-tools.ts into extension.ts to put the extension's major components at the same level
2023-10-13 11:33:26 -07:00
dependabot[bot]
1054053a03 Bump actions/setup-node from 3.5.1 to 3.8.1 (#509)
Bumps [actions/setup-node](https://github.com/actions/setup-node) from 3.5.1 to 3.8.1.
- [Release notes](https://github.com/actions/setup-node/releases)
- [Commits](https://github.com/actions/setup-node/compare/v3.5.1...v3.8.1)

---
updated-dependencies:
- dependency-name: actions/setup-node
  dependency-type: direct:production
  update-type: version-update:semver-minor
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2023-10-13 08:28:55 -07:00
dependabot[bot]
53c3419be3 Bump actions/checkout from 3 to 4 (#507)
Bumps [actions/checkout](https://github.com/actions/checkout) from 3 to 4.
- [Release notes](https://github.com/actions/checkout/releases)
- [Changelog](https://github.com/actions/checkout/blob/main/CHANGELOG.md)
- [Commits](https://github.com/actions/checkout/compare/v3...v4)

---
updated-dependencies:
- dependency-name: actions/checkout
  dependency-type: direct:production
  update-type: version-update:semver-major
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2023-10-13 08:28:37 -07:00
dependabot[bot]
97f5f4d18c Bump actions/upload-artifact from 3.1.1 to 3.1.3 (#508)
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 3.1.1 to 3.1.3.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v3.1.1...v3.1.3)

---
updated-dependencies:
- dependency-name: actions/upload-artifact
  dependency-type: direct:production
  update-type: version-update:semver-patch
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2023-10-13 08:28:30 -07:00
Daelon Suzuka
5bfe853f8c Multiple highlighting improvements (#506)
* binary int notation
* `_` spacers in numeric literals
* fixed several instances of incorrect case insensitivity
* @"a", &"b", ^"c", and r"d" style string literals
2023-10-13 01:06:25 -04:00
Daelon Suzuka
37ea21272a Add additional launch profile (#503) 2023-10-11 11:50:10 -07:00
Ryan Brue
f4e4b9c422 Implement headless LSP mode (#488)
* adds new Headless LSP mode
* refactor and simplify LSP client control flow into new `ClientConnectionManager` class
* adds new setting: `godotTools.lsp.headless`, disabled by default
* split `godotTools.editorPath` into `godotTools.editorPath.godot3` and `.godot4`
* fix #373, broken formatting in hovers
* improve right click -> open docs to work on type-annotated variables

---------

Co-authored-by: David Kincaid <daelonsuzuka@gmail.com>
2023-10-10 23:05:22 -04:00
Moritz Tim W
6a9f408d4e Improve debugger setup instructions (#491)
* update config instructions

* clarify config instructions
2023-09-15 09:07:22 -07:00
EJ
acfcfdbdab feat(snippets): add match statement (#476) 2023-08-27 22:06:41 +02:00
s
4e486e353c Add warning and instructions for using Godot 4 to README (#479)
* add warning and instructions to README.md for godot 4

- add warning at top of README.md about manual configuration required for use with Godot 4
- add instructions in VS Code configuration setting about what value to use for Godot 4
- lightly reformat VS Code configuration section to better allow for multi-line setting descriptions and anchor linking (so the warning at the top of the readme can directly link to the relevant section)
- remove `checkStatus` setting which appears to no longer exist

* amend README faq section to add info about Godot 4
2023-06-20 05:30:55 -07:00
sequpt
931ec50614 Fix wrong section-identifier used to retrieve configuration (#475)
Fix #474
2023-05-06 13:11:51 -07:00
Ryan
41f40ee38f Fix spelling mistake when getting port and host from configuration (#465)
This fixes an issue where port isn't respected after being changed.
2023-04-22 23:55:37 +02:00
oidro
cdc550a412 Restructure and rename settings
Co-authored-by: David Kincaid <daelonsuzuka@gmail.com>
2023-03-26 13:32:36 -07:00
Daelon Suzuka
a561c523ee Fix errors left after cleaning up plugin initialization process (#459) 2023-03-16 00:26:19 +01:00
Daelon Suzuka
df386efa54 Add Godot 4 support to the Scene preview panel (#451) 2023-03-14 18:13:32 +01:00
Daelon Suzuka
3ce256379f Fix various syntax highlighting problems (#441) 2023-03-14 18:10:54 +01:00
Daelon Suzuka
f76a8f2937 Clean up plugin initialization process (#439) 2023-03-14 18:10:26 +01:00
Daelon Suzuka
0636797c22 Add scene preview panel (#413) 2022-10-26 16:20:28 +02:00
Daelon Suzuka
5a67e4c78d Fix errors in grammar syntax (#416) 2022-10-26 01:47:31 +02:00
dependabot[bot]
8cef9532a7 Bump actions/upload-artifact from 3.1.0 to 3.1.1 (#433)
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2022-10-25 11:09:02 -07:00
dependabot[bot]
9ac029561d Bump actions/setup-node from 3.4.1 to 3.5.1 (#430)
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2022-10-25 11:08:40 -07:00
kemgoblin
570e848f03 Add "_unhandled_input" snippet (#422) 2022-09-16 09:57:51 -07:00
Daelon Suzuka
fb82ef69e5 Fix incorrect highlighting in dictionary literals (#419) 2022-09-09 17:59:58 +02:00
Daelon Suzuka
e7674c12ad Add "Open Type Documentation" context menu option (#405)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-08-22 02:13:31 +02:00
Daelon Suzuka
441873eb6d Fix internal document link handling (#410)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-08-22 02:13:01 +02:00
Daelon Suzuka
dfe23195eb Fix various highlighting errors (#407)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-08-21 21:46:41 +02:00
kemgoblin
b3f4dda47e Add _physics_process snippet (#411) 2022-08-21 21:40:39 +02:00
Butch Wesley
fb4d40858c Add "additional options" to launch debugger with (#363) 2022-08-16 21:27:46 -07:00
Daelon Suzuka
cf432a17fb Improve extension startup performance (#408)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-08-13 18:59:10 +02:00
Tomasz Wyrowiński
f2145688b1 Improve displaying symbols documentation (#404)
Co-authored-by: Tomasz Wyrowiński <tomasz.wyrowinski@10clouds.com>
2022-08-11 12:48:49 -07:00
Daelon Suzuka
ef450cad38 Fix OS singleton being incorrectly highlighted as a constant (#402) 2022-08-07 08:09:09 +02:00
Daelon Suzuka
ec95c21b84 Add highlighting support for %Unique nodes in NodePaths (#403)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-08-06 09:07:31 +02:00
Daelon Suzuka
6dc5a8293f Update gdshader syntax (#397)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-08-06 08:52:59 +02:00
Daelon Suzuka
868ec5116f Fix func keyword highlighting (#398) 2022-07-23 02:31:31 +02:00
Daelon Suzuka
e539a4e7a9 Replace temporary .gdshader syntax with more extensive support (#360) 2022-07-21 00:09:16 +02:00
dependabot[bot]
50dd95ffcb Bump actions/setup-node from 3.3.0 to 3.4.1 (#393)
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2022-07-14 17:38:46 +02:00
Zachary Gardner
4562bf1c31 Fix overaggressive formatting when adding lines after if statement (#385)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-06-17 01:03:00 +02:00
Zachary Gardner
fd11e47662 Fix some typos (#384) 2022-06-16 22:49:17 +02:00
Hugo Locurcio
e344cdf2fc Bump to version 1.3.1 2022-06-07 17:44:12 +02:00
dependabot[bot]
a116454b5a Bump actions/setup-node from 3.2.0 to 3.3.0 (#378)
Bumps [actions/setup-node](https://github.com/actions/setup-node) from 3.2.0 to 3.3.0.
- [Release notes](https://github.com/actions/setup-node/releases)
- [Commits](https://github.com/actions/setup-node/compare/v3.2.0...v3.3.0)

---
updated-dependencies:
- dependency-name: actions/setup-node
  dependency-type: direct:production
  update-type: version-update:semver-minor
...

Signed-off-by: dependabot[bot] <support@github.com>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2022-06-06 18:15:25 +02:00
oidro
94e5a9e95d Fix operator syntax highlighting when next to an opening parenthesis (#375) 2022-06-02 23:37:33 +02:00
Daelon Suzuka
372936b606 Fix regression in launching debugger (#371)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-05-28 22:23:08 +02:00
dependabot[bot]
ad7665f35f Bump actions/upload-artifact from 2 to 3.1.0 (#369)
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2022-05-20 17:06:54 +02:00
dependabot[bot]
9ea9ce0915 Bump actions/setup-node from 3.1.0 to 3.2.0 (#364)
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2022-05-16 23:20:48 +02:00
Daelon Suzuka
13bd54d2fe Add workspace file to .gitignore (#359)
Having a `workspace.code-workspace` file in the root of this workspace
will cause the Extension Development Host to automatically open the
specified folder.

I'm adding this to the gitignore instead of committing a workspace file directly
because I often want to specify a real project for testing, and that local path
obviously shouldn't be committed.

This workspace file will cause the Extension Development Host to open
the godot-tools folder as a workspace. Simply replace the path with a path
to a real project to open that instead.
2022-05-11 16:30:02 +02:00
1501 changed files with 18781 additions and 7844 deletions

55
.eslintrc.json Normal file
View File

@@ -0,0 +1,55 @@
{
"env": {
"node": true
},
"extends": [
"eslint:recommended",
"plugin:@typescript-eslint/recommended"
],
"ignorePatterns": [
"out/**",
"node_modules/**",
"prism.js"
],
"overrides": [
],
"parser": "@typescript-eslint/parser",
"parserOptions": {
"ecmaVersion": "latest",
"sourceType": "module"
},
"plugins": [
"@typescript-eslint",
"@typescript-eslint/tslint"
],
"rules": {
"@typescript-eslint/no-empty-function": "off",
"@typescript-eslint/no-explicit-any": "off",
"@typescript-eslint/no-unused-vars": "off",
"@typescript-eslint/no-inferrable-types": "off",
"@typescript-eslint/ban-types": "warn",
"no-async-promise-executor": "warn",
"no-inner-declarations": "warn",
"no-prototype-builtins": "warn",
"no-constant-condition": "warn",
"prefer-const": "warn",
"no-useless-escape": "off",
"no-var": "off",
"indent": [
"off",
"tab"
],
"linebreak-style": [
"off",
"windows"
],
"quotes": [
"warn",
"double"
],
"semi": [
"error",
"always"
]
}
}

View File

@@ -18,7 +18,7 @@ body:
description: >
Specify the Git commit hash if using a development or non-official build.
If you use a custom build, please test if your issue is reproducible in official builds too.
placeholder: 3.3.stable, 4.0.dev (3041becc6)
placeholder: 4.3.stable, 4.4.dev1 (28a72fa43)
validations:
required: true
@@ -29,7 +29,7 @@ body:
Use the **Help > About** menu to see your current version.
Specify the Git commit hash if using a development or non-official build.
If you use a custom build, please test if your issue is reproducible in official builds too.
placeholder: "1.64.2"
placeholder: "1.93.1"
validations:
required: true
@@ -40,7 +40,7 @@ body:
Open the **Extensions** side panel and click on the **godot-tools** extension to see your current version.
Specify the Git commit hash if using a development or non-official build.
If you use a custom build, please test if your issue is reproducible in official builds too.
placeholder: "1.3.0"
placeholder: "2.3.0"
validations:
required: true

View File

@@ -18,7 +18,7 @@ body:
description: >
Specify the Git commit hash if using a development or non-official build.
If you use a custom build, please test if your issue is reproducible in official builds too.
placeholder: 3.3.stable, 4.0.dev (3041becc6)
placeholder: 4.3.stable, 4.4.dev1 (28a72fa43)
validations:
required: true
@@ -29,7 +29,7 @@ body:
Use the **Help > About** menu to see your current version.
Specify the Git commit hash if using a development or non-official build.
If you use a custom build, please test if your issue is reproducible in official builds too.
placeholder: "1.64.2"
placeholder: "1.93.1"
validations:
required: true
@@ -40,7 +40,7 @@ body:
Open the **Extensions** side panel and click on the **godot-tools** extension to see your current version.
Specify the Git commit hash if using a development or non-official build.
If you use a custom build, please test if your issue is reproducible in official builds too.
placeholder: "1.3.0"
placeholder: "2.3.0"
validations:
required: true

View File

@@ -2,26 +2,53 @@ name: Continuous integration
on: [push, pull_request]
jobs:
build:
runs-on: ubuntu-20.04
test:
name: Test
strategy:
matrix:
os: [macos-latest, ubuntu-latest, windows-latest]
runs-on: ${{ matrix.os }}
steps:
- name: Checkout
uses: actions/checkout@v3
uses: actions/checkout@v4
- name: Install Node.js
uses: actions/setup-node@v3.1.0
uses: actions/setup-node@v4.0.4
with:
node-version: 16.x
- name: Install dependencies
run: npm install
- name: Run headless test
uses: coactions/setup-xvfb@v1
with:
run: |
npm run compile
npm test
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Install Node.js
uses: actions/setup-node@v4.0.4
with:
node-version: 16.x
- name: Install dependencies
run: npm install
- name: Lint and build extension
run: |
npm install
npm run lint
npm run package -- --out godot-tools.vsix
ls -l godot-tools.vsix
- name: Upload extension VSIX
uses: actions/upload-artifact@v2
uses: actions/upload-artifact@v4.4.0
with:
name: godot-tools
path: godot-tools.vsix

7
.gitignore vendored
View File

@@ -1,9 +1,6 @@
out
node_modules
server
publish/*.vsix
test
*.vsix
configurations/tmp.txt
configurations/test.py
.vscode-test
workspace.code-workspace
.history

9
.vscode-test.js Normal file
View File

@@ -0,0 +1,9 @@
const { defineConfig } = require('@vscode/test-cli');
module.exports = defineConfig(
{
// version: '1.84.0',
label: 'unitTests',
files: 'out/**/*.test.js',
}
);

21
.vscode/launch.json vendored
View File

@@ -4,7 +4,8 @@
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
{
"version": "0.2.0",
"configurations": [{
"configurations": [
{
"name": "Run Extension",
"type": "extensionHost",
"request": "launch",
@@ -20,5 +21,23 @@
"VSCODE_DEBUG_MODE": true
}
},
{
"name": "Run Extension with workspace file",
"type": "extensionHost",
"request": "launch",
"runtimeExecutable": "${execPath}",
"args": [
"--profile=temp",
"--extensionDevelopmentPath=${workspaceFolder}",
"${workspaceFolder}/workspace.code-workspace"
],
"outFiles": [
"${workspaceFolder}/out/**/*.js"
],
"preLaunchTask": "npm: watch",
"env": {
"VSCODE_DEBUG_MODE": true
}
},
]
}

View File

@@ -1,10 +1,15 @@
.vscode/**
.vscode-test/**
out/test/**
src/**
.gitignore
vsc-extension-quickstart.md
**/tsconfig.json
**/tslint.json
**/*.map
**/*.ts
*
*/**
**/*.js.map
!out/extension.js
!syntaxes/*.tmLanguage.json
!resources/
!media/
!configurations/
!package.json
!package.nls.json
!README.md
!icon.png
!CHANGELOG.md
!LICENSE
!ThirdPartyNotices.txt

View File

@@ -1,25 +1,117 @@
# Change Log
# Changelog
### 2.3.0
- [Add documentation page scaling feature](https://github.com/godotengine/godot-vscode-plugin/pull/722)
- [Suppress "workspace/symbol" not found error](https://github.com/godotengine/godot-vscode-plugin/pull/723)
- [Capitalize the drive letter in Windows absolute paths](https://github.com/godotengine/godot-vscode-plugin/pull/727)
### 2.2.0
- [Add partial debugger support for new types (such as typed arrays)](https://github.com/godotengine/godot-vscode-plugin/pull/715)
- [Fix bare nodepaths referencing absolute/root paths](https://github.com/godotengine/godot-vscode-plugin/pull/712)
- [Add `@export_custom` and `@export_storage` to syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/702)
- [Fix format_documentation for `[code skip-lint]`](https://github.com/godotengine/godot-vscode-plugin/pull/700)
- [Update Godot icons included in the extension](https://github.com/godotengine/godot-vscode-plugin/pull/711)
### 2.1.0
- [Improve dragging items from Scene Preview into source code](https://github.com/godotengine/godot-vscode-plugin/pull/661)
- [Improve macOS path resolution for app bundles](https://github.com/godotengine/godot-vscode-plugin/pull/632)
- [Improve codeblock formatting in documentation](https://github.com/godotengine/godot-vscode-plugin/pull/629)
- [Improve Scene Preview ergonomics](https://github.com/godotengine/godot-vscode-plugin/pull/665)
- "Pinning" in the scene preview is now referred to as "locking" to avoid confusion with pinning a scene as the debug/launch target.
- Added commands for opening the Scene Preview's target scene, and the "main script" of the target scene, if it exists.
- Added existing "refresh scene preview" command as a button.
- [Prevent document links from accidentally being resolved to your entire document](https://github.com/godotengine/godot-vscode-plugin/pull/639)
- [Fix poor documentation formatting of class titles and inheritance chain](https://github.com/godotengine/godot-vscode-plugin/pull/628)
- [Fix bad formatting on several operators](https://github.com/godotengine/godot-vscode-plugin/pull/605)
- [Fix various formatting issues](https://github.com/godotengine/godot-vscode-plugin/pull/672)
- [Fix various syntax highlighting issues](https://github.com/godotengine/godot-vscode-plugin/pull/674)
- [Fix Object ID decoded as wrong signedness](https://github.com/godotengine/godot-vscode-plugin/pull/670)
- [Fix project not found when `project.godot` file is excluded](https://github.com/godotengine/godot-vscode-plugin/pull/635)
- [Fix LSP connection attempts not resetting](https://github.com/godotengine/godot-vscode-plugin/pull/638)
- [Fix child processes not being killed properly](https://github.com/godotengine/godot-vscode-plugin/pull/613)
- [Fix broken scene file parser](https://github.com/godotengine/godot-vscode-plugin/pull/603)
- [Fix debugged process not being terminated when debugging session closes on Linux](https://github.com/godotengine/godot-vscode-plugin/pull/620)
### 2.0.0
- [**Rewrite debugger for Godot 4 support + improved maintainability**](https://github.com/godotengine/godot-vscode-plugin/pull/452)
- [**Implement headless LSP mode**](https://github.com/godotengine/godot-vscode-plugin/pull/488)
- [**Add scene preview panel**](https://github.com/godotengine/godot-vscode-plugin/pull/413)
- [**Replace temporary `.gdshader` syntax with more extensive support**](https://github.com/godotengine/godot-vscode-plugin/pull/360)
- [Add "additional options" to launch debugger with](https://github.com/godotengine/godot-vscode-plugin/pull/363)
- [Add "Open Type Documentation" context menu option](https://github.com/godotengine/godot-vscode-plugin/pull/405)
- [Add `_physics_process` snippet](https://github.com/godotengine/godot-vscode-plugin/pull/411)
- [Add `_unhandled_input` snippet](https://github.com/godotengine/godot-vscode-plugin/pull/422)
- [Add highlighting support for %Unique nodes in NodePaths](https://github.com/godotengine/godot-vscode-plugin/pull/403)
- [Adjust Godot version detection regex](https://github.com/godotengine/godot-vscode-plugin/pull/526)
- [Fix BBCode [br] not rendering in hover](https://github.com/godotengine/godot-vscode-plugin/pull/557)
- [Fix errors in grammar syntax](https://github.com/godotengine/godot-vscode-plugin/pull/416)
- [Fix Godot 4.x debug console printing multiple logs into one line](https://github.com/godotengine/godot-vscode-plugin/pull/571)
- [Fix internal document link handling](https://github.com/godotengine/godot-vscode-plugin/pull/410)
- [Fix overaggressive formatting when adding lines after `if` statement](https://github.com/godotengine/godot-vscode-plugin/pull/385)
- [Fix func keyword highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/398)
- [Fix OS singleton being incorrectly highlighted as a constant](https://github.com/godotengine/godot-vscode-plugin/pull/402)
- [Fix incorrect highlighting in dictionary literals](https://github.com/godotengine/godot-vscode-plugin/pull/419)
- [Fix various highlighting errors](https://github.com/godotengine/godot-vscode-plugin/pull/407)
- [Fix various syntax highlighting problems](https://github.com/godotengine/godot-vscode-plugin/pull/441)
- [Improve debugger setup instructions](https://github.com/godotengine/godot-vscode-plugin/pull/491)
- [Improve displaying symbols documentation](https://github.com/godotengine/godot-vscode-plugin/pull/404)
- [Improve extension startup performance](https://github.com/godotengine/godot-vscode-plugin/pull/408)
- [Improve LSP connection behavior (fixes Godot3/4 port issue) ](https://github.com/godotengine/godot-vscode-plugin/pull/511)
- [Improve path handling when starting processes](https://github.com/godotengine/godot-vscode-plugin/pull/575)
- [Make launching the editor open a new custom terminal](https://github.com/godotengine/godot-vscode-plugin/pull/561)
- [Reorganize extension entrypoint](https://github.com/godotengine/godot-vscode-plugin/pull/505)
- [Restructure and rename settings](https://github.com/godotengine/godot-vscode-plugin/pull/376)
- [Multiple highlighting improvements](https://github.com/godotengine/godot-vscode-plugin/pull/506)
- [Syntax highlighting changes](https://github.com/godotengine/godot-vscode-plugin/pull/515)
- [Update `.gdshader` syntax](https://github.com/godotengine/godot-vscode-plugin/pull/397)
- [Various highlighting/formatting fixes](https://github.com/godotengine/godot-vscode-plugin/pull/559)
- [Various quality-of-life improvements](https://github.com/godotengine/godot-vscode-plugin/pull/529)
- **Add GDScript formatter**
- Add (disabled) experimental providers for custom completions, semantic tokens, and tasks
- Add a file decorator to show the pinned debug file in the filesystem view/editor tabs
- Add buttons for relevant actions to ScenePreview items
- Add hover for SubResource() and ExtResource() statements in scene files
- Add internal document links for SubResource() and ExtResource() statements in scene files
- Add item decorators to the Scene Preview to show Node attributes more clearly
- Fix scene file highlighting not working
- Fix ScenePreview not working in Godot 3
- Improve "Debug Pinned Scene" command by making the pinned scene persist between VSCode sessions
- Improve ability to right click -> open docs for methods of builtin types (doesn't always work)
- Overhaul documentation viewer
- Update Godot icons (and remove old ones)
### 1.3.1
- [Fix regression in launching debugger](https://github.com/godotengine/godot-vscode-plugin/pull/371)
- [Fix operator syntax highlighting when next to an opening parenthesis](https://github.com/godotengine/godot-vscode-plugin/pull/375)
### 1.3.0
* [Add context menu options to copy resource path](https://github.com/godotengine/godot-vscode-plugin/pull/357)
* [Add option to run the project with visible collision shapes and navigation](https://github.com/godotengine/godot-vscode-plugin/pull/312)
* [Overhaul syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/342)
* [Mention that the Godot editor must be running in connection error message](https://github.com/godotengine/godot-vscode-plugin/pull/358)
* [Fix automatic indentation on line breaks not working as expected](https://github.com/godotengine/godot-vscode-plugin/pull/344)
- [Add context menu options to copy resource path](https://github.com/godotengine/godot-vscode-plugin/pull/357)
- [Add option to run the project with visible collision shapes and navigation](https://github.com/godotengine/godot-vscode-plugin/pull/312)
- [Overhaul syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/342)
- [Mention that the Godot editor must be running in connection error message](https://github.com/godotengine/godot-vscode-plugin/pull/358)
- [Fix automatic indentation on line breaks not working as expected](https://github.com/godotengine/godot-vscode-plugin/pull/344)
### 1.2.0
* [Add support for setting language-server-host](https://github.com/godotengine/godot-vscode-plugin/pull/297)
* [Improve syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/330)
* [Update LSP client to 7.0.0 to use the 3.16.0 specification](https://github.com/godotengine/godot-vscode-plugin/pull/264)
* [Fix some `$` node path shorthand regex bugs in syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/340)
* [Fix handling of Windows terminals determined by profiles](https://github.com/godotengine/godot-vscode-plugin/pull/303)
* [Fix "static func" indent error](https://github.com/godotengine/godot-vscode-plugin/pull/279)
* [Fix restart of debugging sessions](https://github.com/godotengine/godot-vscode-plugin/pull/327)
* [Use the LSP defined SymbolKind enum and fix marked](https://github.com/godotengine/godot-vscode-plugin/pull/325)
* [Fix "Continue" for multiple breakpoints in the same script](https://github.com/godotengine/godot-vscode-plugin/pull/324)
- [Add support for setting language-server-host](https://github.com/godotengine/godot-vscode-plugin/pull/297)
- [Improve syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/330)
- [Update LSP client to 7.0.0 to use the 3.16.0 specification](https://github.com/godotengine/godot-vscode-plugin/pull/264)
- [Fix some `$` node path shorthand regex bugs in syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/340)
- [Fix handling of Windows terminals determined by profiles](https://github.com/godotengine/godot-vscode-plugin/pull/303)
- [Fix "static func" indent error](https://github.com/godotengine/godot-vscode-plugin/pull/279)
- [Fix restart of debugging sessions](https://github.com/godotengine/godot-vscode-plugin/pull/327)
- [Use the LSP defined SymbolKind enum and fix marked](https://github.com/godotengine/godot-vscode-plugin/pull/325)
- [Fix "Continue" for multiple breakpoints in the same script](https://github.com/godotengine/godot-vscode-plugin/pull/324)
### 1.1.3
* [Fix conditional breakpoints being parsed as regular breakpoints](https://github.com/godotengine/godot-vscode-plugin/pull/278)
- [Fix conditional breakpoints being parsed as regular breakpoints](https://github.com/godotengine/godot-vscode-plugin/pull/278)
- [Add `in` to the list of keywords and add rule for `$` shorthand](https://github.com/godotengine/godot-vscode-plugin/pull/274)
- [Fix typo in snippets: "decleration" -> "declaration"](https://github.com/godotengine/godot-vscode-plugin/pull/262)
- [Add `remote` keyword to syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/257)
@@ -27,29 +119,35 @@
- [Fix the syntax of escaped characters in strings](https://github.com/godotengine/godot-vscode-plugin/pull/247)
### 1.1.1
* Fix bug for GDScript debugger
* Add TCP protocol support for GDScript language server Godot 3.2.2
- Fix bug for GDScript debugger
- Add TCP protocol support for GDScript language server Godot 3.2.2
### 1.1
* Add the debugger to the extension
- Add the debugger to the extension
### 1.0.3
* Fix hover popup position for VSCode 1.42+
- Fix hover popup position for VSCode 1.42+
### 1.0.1
* Fix run editor error on windows with default terminal configurations
- Fix run editor error on windows with default terminal configurations
### 1.0.0
* Refactor the whole plugin with gdscript language server support
* Add webview renderer to show documentations of native symbols.
* Only support godot 3.2 and above
- Refactor the whole plugin with gdscript language server support
- Add webview renderer to show documentations of native symbols.
- Only support godot 3.2 and above
### 0.3.7
* Add `lint` configuration to control the behaviors of syntax checking
* Fix error with run godot editor when the editor contains spaces
* Disable semicolons and brackets checks as default can be enabled with project settings
* Fix bugs in syntax valiadating
* Sync documentations with godot 3.0.4
- Add `lint` configuration to control the behaviors of syntax checking
- Fix error with run godot editor when the editor contains spaces
- Disable semicolons and brackets checks as default can be enabled with project settings
- Fix bugs in syntax valiadating
- Sync documentations with godot 3.0.4
```json
{
"lint": {
@@ -60,61 +158,70 @@
```
### 0.3.6
* Fix project configuration file path
- Fix project configuration file path
### 0.3.5
* Add option to disable syntax checking for GDScript
* Improved inline if else statement syntax checking
* More resource type supported for syntax highglight
* Bump default godot version to 3.0
* Sync the documentations from godot 3.0
- Add option to disable syntax checking for GDScript
- Improved inline if else statement syntax checking
- More resource type supported for syntax highglight
- Bump default godot version to 3.0
- Sync the documentations from godot 3.0
### 0.3.4
* Fix bug with builtin symbols parsing for godot 2.1
* Improved hover documentation
* Show window progress when parsing workspace symbols
- Fix bug with builtin symbols parsing for godot 2.1
- Improved hover documentation
- Show window progress when parsing workspace symbols
### 0.3.3
* Fix some syntax checking errors.
* Fix problems with hover documentation with latest VSCode.
* Improved builtin class documentation page.
* Update the documentation data with latest godot version.
- Fix some syntax checking errors.
- Fix problems with hover documentation with latest VSCode.
- Improved builtin class documentation page.
- Update the documentation data with latest godot version.
### 0.3.2
* Fix syntax checking error with match statement.
* Improved documentation for builtin code blocks.
* Start using MarkdonwString to keep links valid.
- Fix syntax checking error with match statement.
- Improved documentation for builtin code blocks.
- Start using MarkdonwString to keep links valid.
### 0.3.1
* Update documentations with latest godot.
* Fix errors with run script and run project.
* Improve code completion with opening script file and constants.
* Some improvements for documentations.
- Update documentations with latest godot.
- Fix errors with run script and run project.
- Improve code completion with opening script file and constants.
- Some improvements for documentations.
### 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
- 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
* Enhanced code completion with GDScript
- Add configuration `GodotTools.completeNodePath` to switch is complete node paths
- Enhanced syntax highlight with GDScript
- Enhanced code completion with GDScript
### 0.2.8
* Add godot 3.0 project support with configuration `GodotTools.parseTextScene` >= 3
* Add configuration `GodotTools.parseTextScene` to allow disable node path parsing
* Remove `GodotTools.editorServerPort` configuration
- Add godot 3.0 project support with configuration `GodotTools.parseTextScene` >= 3
- 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
- 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",
@@ -137,93 +244,99 @@
### 0.2.6
* Add shorthand if else expression support
* Add `enum` and `match` expression support
* Fix bugs with syntax checking
* Updated documentation data with godot 2.1.3
* Add syntax checking for end of expression
* The pulugin is compiled with latest VSCode thanks @arrkiin
* Add key bindings for open workspace with godot editor with `F7` and update workspace symbols with `F8`
- Add shorthand if else expression support
- Add `enum` and `match` expression support
- Fix bugs with syntax checking
- Updated documentation data with godot 2.1.3
- Add syntax checking for end of expression
- The pulugin is compiled with latest VSCode thanks @arrkiin
- Add key bindings for open workspace with godot editor with `F7` and update workspace symbols with `F8`
### 0.2.5
* 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 variable checking
* Move workspace symbols state notice to status bar
- 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 variable checking
- Move workspace symbols state notice to status bar
### 0.2.4
* Add code checking for asignments and comparisons
* Improved builtin documentation preview page
* Fix bugs with unused variable checking
- 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
* Add configuration `ignoreIndentedVars` to allow ignore indented variables in scripts
* Enhanced hover tip documentation rendering with code examples
* Add launch configurations to launch game with F5(expiremental)
- Fix known errors with code syntax checking
- Add configuration `ignoreIndentedVars` to allow ignore indented variables in scripts
- Enhanced hover tip documentation rendering with code examples
- Add launch configurations to launch game with F5(expiremental)
### 0.2.2
* Better Syntax validating for code blocks
* More warning for non-python liked expression
- Better Syntax validating for code blocks
- More warning for non-python liked expression
### 0.2.1
* Support markdown render in hover tips for documentations in workspace symbols
* Add configuration `GodotTools.workspaceDocumentWithMarkdown` to control workspace documentation rendering
- Support markdown render in hover tips for documentations in workspace symbols
- Add configuration `GodotTools.workspaceDocumentWithMarkdown` to control workspace documentation rendering
### 0.2.0
* Show autoloads information in hover tips and go to autoloads' definitions are supported now
* Fix the bug that workspace symbols resoved twice on Windows
- 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 parameters
* Fix bugs with workspace documentation parsing
- 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 parameters
- Fix bugs with workspace documentation parsing
### 0.1.8
* Show signatures on completion label
* More reliable unused variable and constant checking in documente
* Show workspace documentations and function signatures in completions
- Show signatures on completion label
- More reliable unused variable and constant checking in documente
- Show workspace documentations and function signatures in completions
### 0.1.7
* Show documentations parsed from GDScripts in hover tips
- Show documentations parsed from GDScripts in hover tips
### 0.1.6
* 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 parameters
- 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 parameters
### 0.1.5
* Add function signature hint support
* Better syntax grammar checking
* Better hover hint message for workspace methods and signals
- Add function signature hint support
- Better syntax grammar checking
- Better hover hint message for workspace methods and signals
### 0.1.4
* Add documentation support for builtin Symbols.
* Improve speed of syntax parsing and other actions
- Add documentation support for builtin Symbols.
- Improve speed of syntax parsing and other actions
### 0.1.3
* Better syntax highlight for GDScript
* Add mouse hover information support
* Add definition provider for GDScript
- Better syntax highlight for GDScript
- Add mouse hover information support
- Add definition provider for GDScript
### 0.1.2
* Multiline string and `StringName` highlight support
* Builtin classes, properties, functions and constants highlight support
* Fix errors in code snipt
- Multiline string and `StringName` highlight support
- Builtin classes, properties, functions and constants highlight support
- Fix errors in code snipt
### 0.1.1
* Better syntax highlight with GDScript
- Better syntax highlight with GDScript
### 0.1.0
* Initial release
- Initial release

39
CONTRIBUTING.md Normal file
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@@ -0,0 +1,39 @@
# Contributing
### Building from source
#### Requirements
- [npm](https://www.npmjs.com/get-npm)
#### Process
1. Open a command prompt/terminal and browse to the location of this repository on your local filesystem.
2. Download dependencies by using the command `npm install`
3. When done, package a VSIX file by using the command `npm run package`.
4. Install it by opening Visual Studio Code, opening the Extensions tab, clicking on the More actions (**...**) button in the top right, and choose **Install from VSIX...** and find the compiled VSIX file.
When developing for the extension, you can open this project in Visual Studio Code and debug the extension by using the **Run Extension** launch configuration instead of going through steps 3 and 4. It will launch a new instance of Visual Studio Code that has the extension running. You can then open a Godot project folder and debug the extension or GDScript debugger.
Additionally, if you create a `workspace.code-workspace` file, you can use the **Run Extension with workspace file** launch configuration to quickly change what folder your Extension Host is running in, and quickly change the settings passed to the debug environment
An example `workspace.code-workspace` file:
```jsonc
{
"folders": [
{
// "path": "."
"path": "P:/project1"
// "path": "P:/project2"
// "path": "P:/folder/project3"
}
],
"settings": {
"godotTools.editorPath.godot3": "godot3.dev.exe",
"godotTools.editorPath.godot4": "godot4.dev.exe",
// "godotTools.editorPath.godot4": "godot4.custom.exe"
// "godotTools.editorPath.godot4": "Godot_v4.1.1-stable_win64.exe",
"godotTools.lsp.headless": false
}
}
```

176
README.md
View File

@@ -1,31 +1,65 @@
# Godot Tools
A complete set of tools to code games with
[Godot Engine](http://www.godotengine.org/) in Visual Studio Code.
Game development tools for working with [Godot Engine](http://www.godotengine.org/) in Visual Studio Code.
**IMPORTANT NOTE:** Versions 1.0.0 and later of this extension only support
Godot 3.2 or later.
## Features
- [Godot Tools](#godot-tools)
- [Features](#features)
- [Download](#download)
- [Commands](#commands)
- [Configuration](#configuration)
- [Godot Editor](#godot-editor)
- [VS Code](#vs-code)
- [GDScript Debugger](#gdscript-debugger)
- [*Configurations*](#configurations)
- [Issues and contributions](#issues-and-contributions)
- [Contributing](#contributing)
- [FAQ](#faq)
- [Why does it fail to connect to the language server?](#why-does-it-fail-to-connect-to-the-language-server)
- [Why isn't IntelliSense displaying script members?](#why-isnt-intellisense-displaying-script-members)
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 improve productivity with dynamically typed scripts
- Function definitions and documentation display on hover (see image below)
- 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 (select *Godot Tools: List native classes of Godot* in the Command Palette)
- Run a Godot project from VS Code
- Debug your GDScript-based Godot project from VS Code with breakpoints, step-in/out/over, variable watch, call stack, and active scene tree
# Features
![Showing the documentation on hover feature](img/godot-tools.png)
(**bold items** are new in Godot Tools `v2.0.0`)
- **ALL FEATURES FULLY SUPPORT GODOT 4**
- GDScript (`.gd`) language features:
- syntax highlighting
- `ctrl+click` on any symbol to jump to its definition or **open its documentation**
- `ctrl+click` on `res://resource/path` links
- **hover previews on `res://resource/path` links**
- **builtin code formatter**
- autocompletions
- full typed GDScript support
- optional "Smart Mode" to improve productivity with dynamically typed scripts
- Hover previews show function/variable definitions including doc-comments
- **switch from a `.gd` file to the related `.tscn` file (default keybind is `alt+o`)**
- display script warnings and errors
- GDScript Debugger features:
- **completely rewritten, greatly improved reliability**
- **new, simple configuration** (seriously, just hit F5!)
- **convenient launch targets: current project/current file/pinned file**,
- breakpoints
- exceptions
- step-in/out/over
- variable watch
- call stack
- active scene tree
- inspector
- GDResource (`.tscn` and `.tres`) language features:
- syntax highlighting
- **`ctrl+click` on `res://resource/path` links**
- **`ctrl+click` on symbols to jump to its definition or open its documentation**
- **hover previews show definitions of External and Sub Resources**
- **hover previews on `res://resource/path` links**
- **inlay hints to help visualize External and Sub Resources**
- **in-editor Scene Preview**
- GDShader (`.gdshader`) language features:
- syntax highlighting
## Download
# Download
- [Visual Studio Marketplace **(recommended)**](https://marketplace.visualstudio.com/items?itemName=geequlim.godot-tools)
- Stable release, with support for automatic updates.
@@ -39,24 +73,26 @@ To install from GitHub Releases or a development build,
see [Install from a VSIX](https://code.visualstudio.com/docs/editor/extension-marketplace#_install-from-a-vsix)
in the Visual Studio Code documentation.
## Available commands
# Commands
The extension adds a few entries to the VS Code Command Palette under "Godot Tools":
- Open workspace with Godot editor
- Run the workspace as a Godot project
- List Godot's native classes
- List Godot's native classes (and open thier documentation)
- Debug the current `.tscn`/`.gd` file
- Debug the pinned `.tscn`/`.gd` file
- Pin/Unpin the current `.tscn`/`.gd` file for debugging
- Open the pinned file
## Settings
# Configuration
### Godot
### Godot Editor
If you like this extension, you can set VS Code as your default script editor
for Godot by following these steps:
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
3. Check **Use External Editor**
4. Fill **Exec Path** with the path to your VS Code executable
* On macOS, this executable is typically located at: `/Applications/Visual Studio Code.app/Contents/MacOS/Electron`
5. Fill **Exec Flags** with `{project} --goto {file}:{line}:{col}`
@@ -65,35 +101,71 @@ for Godot by following these steps:
You can use the following settings to configure Godot Tools:
- `editor_path` - The absolute path to the Godot editor executable. _Under Mac OS, this is the executable inside of Godot.app._
- `gdscript_lsp_server_port` - The WebSocket server port of the GDScript language server.
- `check_status` - Check the GDScript language server connection status.
- `godotTools.editorPath.godot3`
- `godotTools.editorPath.godot4`
#### GDScript Debugger
The path to the Godot editor executable. _Under Mac OS, this is the executable inside of Godot.app._
- `godotTools.lsp.headless`
When using Godot >3.6 or >4.2, Headless LSP mode is available. In Headless mode, the extension will attempt to launch a windowless instance of the Godot editor to use as its Language Server.
# GDScript Debugger
The debugger is for GDScript projects. To debug C# projects, use [C# Tools for Godot](https://github.com/godotengine/godot-csharp-vscode).
To configure the GDScript debugger:
1. Open the command palette:
2. `>Debug: Open launch.json`
3. Select the Debug Godot configuration.
4. Change any relevant settings.
5. Press F5 to launch.
1. Open the command palette (by pressing F1):
2. `>View: Show Run and Debug`
3. Click on "create a launch.json file"
*Configurations*
![Run and Debug View](img/run-and-debug.png)
_Required_
4. Select the Debug Godot configuration.
5. Change any relevant settings.
6. Press F5 to launch.
- "project": Absolute path to a directory with a project.godot file. Defaults to the currently open VSCode workspace with `${workspaceFolder}`.
- "port": Number that represents the port the Godot remote debugger will connect with. Defaults to `6007`.
- "address": String that represents the IP address that the Godot remote debugger will connect to. Defaults to `127.0.0.1`.
### *Configurations*
_Optional_
Minimal:
```json
{
"name": "Launch",
"type": "godot",
"request": "launch"
}
```
- "launch_game_instance": true/false. If true, an instance of Godot will be launched. Will use the path provided in `editor_path`. Defaults to `true`.
- "launch_scene": true/false. If true, and launch_game_instance is true, will launch an instance of Godot to a currently active opened TSCN file. Defaults to `false`.
- "scene_file": Path _relative to the project.godot file_ to a TSCN file. If launch_game_instance and launch_scene are both true, will use this file instead of looking for the currently active opened TSCN file.
Everything:
```json
{
"name": "Launch",
"type": "godot",
"request": "launch",
"project": "${workspaceFolder}",
"address": "127.0.0.1",
"port": 6007,
"scene": "main|current|pinned|<path>",
"editor_path": "<path>",
// engine command line flags
"profiling": false,
"single_threaded_scene": false,
"debug_collisions": false,
"debug_paths": false,
"debug_navigation": false,
"debug_avoidance": false,
"debug_stringnames": false,
"frame_delay": 0,
"time_scale": 1.0,
"disable_vsync": false,
"fixed_fps": 60,
// anything else
"additional_options": ""
}
```
Godot's command flags are documented here: https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html
*Usage*
@@ -113,26 +185,16 @@ and create pull requests anytime.
See the [full changelog](https://github.com/GodotExplorer/godot-tools/blob/master/CHANGELOG.md)
for the latest changes.
### Building from source
# Contributing
#### Requirements
- [npm](https://www.npmjs.com/get-npm)
#### Process
1. Open a command prompt/terminal and browse to the location of this repository on your local filesystem.
2. Download dependencies by using the command `npm install`
3. When done, package a VSIX file by using the command `npm run package`.
4. Install it by opening Visual Studio Code, opening the Extensions tab, clicking on the More actions (**...**) button in the top right, and choose **Install from VSIX...** and find the compiled VSIX file.
When developing for the extension, you can open this project in Visual Studio Code and debug the extension by using the **Run Extension** launch configuration instead of going through steps 3 and 4. It will launch a new instance of Visual Studio Code that has the extension running. You can then open a Godot project folder and debug the extension or GDScript debugger.
see [CONTRIBUTING.md](CONTRIBUTING.md)
## FAQ
### Why does it fail to connect to the language server?
- Godot 3.2 or later is required.
- Make sure the Godot editor is running
- 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.

22
biome.json Normal file
View File

@@ -0,0 +1,22 @@
{
"formatter": {
"enabled": true,
"formatWithErrors": false,
"indentStyle": "tab",
"indentWidth": 4,
"lineWidth": 120,
"lineEnding": "lf",
"include": ["src/**/*.ts"]
},
"files": {
"include": ["src/**/*.ts"],
"ignore": ["node_modules"]
},
"linter": {
"rules": {
"style": {
"noUselessElse": "off"
}
}
}
}

View File

@@ -1,24 +0,0 @@
{
"comments": {
"lineComment": ";"
},
"brackets": [
["(", ")"],
["[", "]"],
["{", "}"]
],
"autoClosingPairs": [
["'", "'"],
["\"", "\""],
["(", ")"],
["[", "]"],
["{", "}"]
],
"surroundingPairs": [
["'", "'"],
["\"", "\""],
["(", ")"],
["[", "]"],
["{", "}"]
]
}

View File

@@ -0,0 +1,24 @@
{
"comments": {
"lineComment": ";"
},
"brackets": [
["(", ")"],
["[", "]"],
["{", "}"]
],
"autoClosingPairs": [
["'", "'"],
["\"", "\""],
["(", ")"],
["[", "]"],
["{", "}"]
],
"surroundingPairs": [
["'", "'"],
["\"", "\""],
["(", ")"],
["[", "]"],
["{", "}"]
]
}

View File

@@ -1,86 +0,0 @@
{
"comments": {
"lineComment": "#",
"blockComment": [
"\"\"\"",
"\"\"\""
]
},
"brackets": [
[
"(",
")"
],
[
"[",
"]"
],
[
"{",
"}"
]
],
"autoClosingPairs": [
[
"'",
"'"
],
[
"\"",
"\""
],
[
"(",
")"
],
[
"[",
"]"
],
[
"{",
"}"
]
],
"surroundingPairs": [
[
"'",
"'"
],
[
"\"",
"\""
],
[
"(",
")"
],
[
"[",
"]"
],
[
"{",
"}"
]
],
"indentationRules": {
"increaseIndentPattern": "^\\s*((class|static func|func|else|elif|for|if|match|while|enum)|(.*\\sdo\\b))\\b[^\\{;]*$",
"decreaseIndentPattern": "^\\s*([}\\]]([,)]?\\s*(#|$)|\\.[a-zA-Z_]\\w*\\b)|(else|elif)\\b)"
},
"folding": {
"offSide": true,
"markers": {
"start": "^\\s*#\\s*region\\b",
"end": "^\\s*#\\s*endregion\\b"
}
},
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View File

@@ -0,0 +1,40 @@
{
"comments": {
"lineComment": "#"
},
"brackets": [
["{", "}"],
["[", "]"],
["(", ")"]
],
"autoClosingPairs": [
{ "open": "{", "close": "}" },
{ "open": "[", "close": "]" },
{ "open": "(", "close": ")" },
{ "open": "\"", "close": "\"", "notIn": ["string", "comment"] },
{ "open": "'", "close": "'", "notIn": ["string", "comment"] }
],
"autoCloseBefore": ";:.,=}])>` \n\t",
"surroundingPairs": [
["{", "}"],
["[", "]"],
["(", ")"],
["\"", "\""],
["'", "'"]
],
"folding": {
"offSide": true,
"markers": {
"start": "^\\s*#\\s*region\\b",
"end": "^\\s*#\\s*endregion\\b"
}
},
"onEnterRules": [
{
"beforeText": ":\\s*$",
"action": {
"indent": "indent"
}
}
]
}

View File

@@ -1,25 +0,0 @@
{
"comments": {
"lineComment": "//",
"blockComment": ["/*", "*/"]
},
"brackets": [
["(", ")"],
["[", "]"],
["{", "}"]
],
"autoClosingPairs": [
["'", "'"],
["\"", "\""],
["(", ")"],
["[", "]"],
["{", "}"]
],
"surroundingPairs": [
["'", "'"],
["\"", "\""],
["(", ")"],
["[", "]"],
["{", "}"]
]
}

View File

@@ -0,0 +1,25 @@
{
"comments": {
"lineComment": "//",
"blockComment": ["/*", "*/"]
},
"brackets": [
["(", ")"],
["[", "]"],
["{", "}"]
],
"autoClosingPairs": [
["'", "'"],
["\"", "\""],
["(", ")"],
["[", "]"],
["{", "}"]
],
"surroundingPairs": [
["'", "'"],
["\"", "\""],
["(", ")"],
["[", "]"],
["{", "}"]
]
}

23
configurations/snippets.json Normal file → Executable file
View File

@@ -37,6 +37,14 @@
"\t${1:pass}"
]
},
"_physics_process method of Node": {
"prefix": "physics",
"body": [
"func _physics_process(delta):",
"\t${1:pass}"
]
},
"_input method of Node": {
"prefix": "input",
@@ -54,6 +62,14 @@
]
},
"_unhandled_input method of Node": {
"prefix": "uinput",
"body": [
"func _unhandled_input(event):",
"\t${1:pass}"
]
},
"_draw method of Node": {
"prefix": "draw",
"body": [
@@ -132,6 +148,13 @@
]
},
"match": {
"prefix": "match",
"body": [
"match ${1:expression}:\n\t${2:pattern}:\n\t\t${3}\n\t_:\n\t\t${0:default}"
]
},
"signal declaration": {
"prefix": "signal",
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47
media/docs.css Normal file
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@@ -0,0 +1,47 @@
body {
margin-right: 200px;
}
a {
text-decoration: none;
}
#minimap {
position: fixed;
top: 0;
right: 0;
width: 200px;
height: 100%;
z-index: 100;
}
pre:has(code) {
position: relative;
background-color: var(--vscode-textPreformat-background);
padding: 2.5em 1.5em 1em 1.5em;
border-radius: 8px;
overflow-x: auto;
}
pre code {
background-color: transparent !important;
padding-left: 0px;
padding-right: 0px;
}
pre:has(code[class*="language-"])::before {
position: absolute;
top: 0;
left: 0;
padding: 0.5em 1em;
color: var(--vscode-titlebar-activeForeground);
font-family: var(--vscode-font-family);
}
pre:has(code.language-gdscript)::before {
content: "GDScript";
}
pre:has(code.language-csharp)::before {
content: "C#";
}

349
media/pagemap.js Normal file
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@@ -0,0 +1,349 @@
/*! pagemap v1.4.0 - https://larsjung.de/pagemap/ */
(function webpackUniversalModuleDefinition(root, factory) {
if(typeof exports === 'object' && typeof module === 'object')
module.exports = factory();
else if(typeof define === 'function' && define.amd)
define("pagemap", [], factory);
else if(typeof exports === 'object')
exports["pagemap"] = factory();
else
root["pagemap"] = factory();
})((typeof self !== 'undefined' ? self : this), function() {
return /******/ (function(modules) { // webpackBootstrap
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/* 0 */
/***/ (function(module, exports, __webpack_require__) {
/* WEBPACK VAR INJECTION */(function(global) {module.exports = function (canvas, options) {
var WIN = global.window;
var DOC = WIN.document;
var DOC_EL = DOC.documentElement;
var BODY = DOC.querySelector('body');
var CTX = canvas.getContext('2d');
var black = function black(pc) {
return "rgba(0,0,0,".concat(pc / 100, ")");
};
var settings = Object.assign({
viewport: null,
styles: {
'header,footer,section,article': black(8),
'h1,a': black(10),
'h2,h3,h4': black(8)
},
back: black(2),
view: black(5),
drag: black(10),
interval: null
}, options);
var _listener = function _listener(el, method, types, fn) {
return types.split(/\s+/).forEach(function (type) {
return el[method](type, fn);
});
};
var on = function on(el, types, fn) {
return _listener(el, 'addEventListener', types, fn, {passive: true});
};
var off = function off(el, types, fn) {
return _listener(el, 'removeEventListener', types, fn);
};
var Rect = function Rect(x, y, w, h) {
return {
x: x,
y: y,
w: w,
h: h
};
};
var rect_rel_to = function rect_rel_to(rect) {
var pos = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {
x: 0,
y: 0
};
return Rect(rect.x - pos.x, rect.y - pos.y, rect.w, rect.h);
};
var rect_of_doc = function rect_of_doc() {
return Rect(0, 0, DOC_EL.scrollWidth, DOC_EL.scrollHeight);
};
var rect_of_win = function rect_of_win() {
return Rect(WIN.pageXOffset, WIN.pageYOffset, DOC_EL.clientWidth, DOC_EL.clientHeight);
};
var el_get_offset = function el_get_offset(el) {
var br = el.getBoundingClientRect();
return {
x: br.left + WIN.pageXOffset,
y: br.top + WIN.pageYOffset
};
};
var rect_of_el = function rect_of_el(el) {
var _el_get_offset = el_get_offset(el),
x = _el_get_offset.x,
y = _el_get_offset.y;
return Rect(x, y, el.offsetWidth, el.offsetHeight);
};
var rect_of_viewport = function rect_of_viewport(el) {
var _el_get_offset2 = el_get_offset(el),
x = _el_get_offset2.x,
y = _el_get_offset2.y;
return Rect(x + el.clientLeft, y + el.clientTop, el.clientWidth, el.clientHeight);
};
var rect_of_content = function rect_of_content(el) {
var _el_get_offset3 = el_get_offset(el),
x = _el_get_offset3.x,
y = _el_get_offset3.y;
return Rect(x + el.clientLeft - el.scrollLeft, y + el.clientTop - el.scrollTop, el.scrollWidth, el.scrollHeight);
};
var calc_scale = function () {
var width = canvas.clientWidth;
var height = canvas.clientHeight;
return function (w, h) {
return Math.min(width / w, height / h);
};
}();
var resize_canvas = function resize_canvas(w, h) {
canvas.width = w;
canvas.height = h;
canvas.style.width = "".concat(w, "px");
canvas.style.height = "".concat(h, "px");
};
var viewport = settings.viewport;
var find = function find(sel) {
return Array.from((viewport || DOC).querySelectorAll(sel));
};
var drag = false;
var root_rect;
var view_rect;
var scale;
var drag_rx;
var drag_ry;
var draw_rect = function draw_rect(rect, col) {
if (col) {
CTX.beginPath();
CTX.rect(rect.x, rect.y, rect.w, rect.h);
CTX.fillStyle = col;
CTX.fill();
}
};
var apply_styles = function apply_styles(styles) {
Object.keys(styles).forEach(function (sel) {
var col = styles[sel];
find(sel).forEach(function (el) {
draw_rect(rect_rel_to(rect_of_el(el), root_rect), col);
});
});
};
var draw = function draw() {
root_rect = viewport ? rect_of_content(viewport) : rect_of_doc();
view_rect = viewport ? rect_of_viewport(viewport) : rect_of_win();
scale = calc_scale(root_rect.w, root_rect.h);
resize_canvas(root_rect.w * scale, root_rect.h * scale);
CTX.setTransform(1, 0, 0, 1, 0, 0);
CTX.clearRect(0, 0, canvas.width, canvas.height);
CTX.scale(scale, scale);
draw_rect(rect_rel_to(root_rect, root_rect), settings.back);
apply_styles(settings.styles);
draw_rect(rect_rel_to(view_rect, root_rect), drag ? settings.drag : settings.view);
};
var on_drag = function on_drag(ev) {
ev.preventDefault();
var cr = rect_of_viewport(canvas);
var x = (ev.pageX - cr.x) / scale - view_rect.w * drag_rx;
var y = (ev.pageY - cr.y) / scale - view_rect.h * drag_ry;
if (viewport) {
viewport.scrollLeft = x;
viewport.scrollTop = y;
} else {
WIN.scrollTo(x, y);
}
draw();
};
var on_drag_end = function on_drag_end(ev) {
drag = false;
canvas.style.cursor = 'pointer';
BODY.style.cursor = 'auto';
off(WIN, 'mousemove', on_drag);
off(WIN, 'mouseup', on_drag_end);
on_drag(ev);
};
var on_drag_start = function on_drag_start(ev) {
drag = true;
var cr = rect_of_viewport(canvas);
var vr = rect_rel_to(view_rect, root_rect);
drag_rx = ((ev.pageX - cr.x) / scale - vr.x) / vr.w;
drag_ry = ((ev.pageY - cr.y) / scale - vr.y) / vr.h;
if (drag_rx < 0 || drag_rx > 1 || drag_ry < 0 || drag_ry > 1) {
drag_rx = 0.5;
drag_ry = 0.5;
}
canvas.style.cursor = 'crosshair';
BODY.style.cursor = 'crosshair';
on(WIN, 'mousemove', on_drag);
on(WIN, 'mouseup', on_drag_end);
on_drag(ev);
};
var init = function init() {
canvas.style.cursor = 'pointer';
on(canvas, 'mousedown', on_drag_start);
on(viewport || WIN, 'load resize scroll', draw);
if (settings.interval > 0) {
setInterval(function () {
return draw();
}, settings.interval);
}
draw();
};
init();
return {
redraw: draw
};
};
/* WEBPACK VAR INJECTION */}.call(this, __webpack_require__(1)))
/***/ }),
/* 1 */
/***/ (function(module, exports) {
var g;
// This works in non-strict mode
g = (function() {
return this;
})();
try {
// This works if eval is allowed (see CSP)
g = g || new Function("return this")();
} catch (e) {
// This works if the window reference is available
if (typeof window === "object") g = window;
}
// g can still be undefined, but nothing to do about it...
// We return undefined, instead of nothing here, so it's
// easier to handle this case. if(!global) { ...}
module.exports = g;
/***/ })
/******/ ]);
});

128
media/prism.css Normal file
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code[class*="language-"],
pre[class*="language-"] {
color: #657b83;
/* base00 */
font-family: Consolas, Monaco, 'Andale Mono', 'Ubuntu Mono', monospace;
font-size: 1em;
text-align: left;
white-space: pre;
word-spacing: normal;
word-break: normal;
word-wrap: normal;
line-height: 1.5;
-moz-tab-size: 4;
-o-tab-size: 4;
tab-size: 4;
-webkit-hyphens: none;
-moz-hyphens: none;
-ms-hyphens: none;
hyphens: none;
}
pre[class*="language-"]::-moz-selection,
pre[class*="language-"] ::-moz-selection,
code[class*="language-"]::-moz-selection,
code[class*="language-"] ::-moz-selection {
background: #073642;
/* base02 */
}
pre[class*="language-"]::selection,
pre[class*="language-"] ::selection,
code[class*="language-"]::selection,
code[class*="language-"] ::selection {
background: #073642;
/* base02 */
}
/* Code blocks */
pre[class*="language-"] {
padding: 1em;
margin: .5em 0;
overflow: auto;
border-radius: 0.3em;
}
:not(pre)>code[class*="language-"],
pre[class*="language-"] {
background-color: #fdf6e3;
}
/* Inline code */
:not(pre)>code[class*="language-"] {
padding: .1em;
border-radius: .3em;
}
.token.comment,
.token.prolog,
.token.doctype,
.token.cdata {
color: #6A9955;
}
.token.punctuation {
color: #586e75;
}
.namespace {
opacity: .7;
}
.token.property,
.token.tag,
.token.boolean,
.token.number,
.token.constant,
.token.symbol,
.token.deleted {
color: #569cd6;
}
.token.selector,
.token.attr-name,
.token.string,
.token.char,
.token.builtin,
.token.url,
.token.inserted {
color: #ce9178;
}
.token.entity {
color: #657b83;
background: #eee8d5;
}
.token.atrule,
.token.attr-value,
.token.keyword {
color: #859900;
}
.token.function,
.token.class-name {
color: #4EC9B0;
}
.token.regex,
.token.important,
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color: #cb4b16;
}
.token.important,
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font-weight: bold;
}
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font-style: italic;
}
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cursor: help;
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