mirror of
https://github.com/godotengine/godot-vscode-plugin.git
synced 2026-01-05 14:10:13 +03:00
90 lines
3.4 KiB
Markdown
90 lines
3.4 KiB
Markdown
A complete set of tools to code games with the [Godot game engine](http://www.godotengine.org/) in Visual Studio Code.
|
|
|
|
## Features
|
|
|
|
The plug-in comes with a wealth of features to make your programming experience as comfortable as possible
|
|
|
|
- Syntax highlighting for the GDscript language
|
|
- Syntax highlighting for the tscn and tres scene formats
|
|
- Function definitions and documentation on hover
|
|
- Rich auto completion
|
|
- Static code validation
|
|
- Open projects and scenes in Godot from VScode
|
|
- Ctrl click on a variable or method call to jump to its definition
|
|
- Full documentation supported with API of godot engine
|
|
|
|

|
|
|
|
## Available commands
|
|
|
|
The plug-ins adds a few entries to the command palette
|
|
|
|
- Update Workspace Symbols
|
|
- Run workspace as godot project
|
|
- Open workspace with godot editor
|
|
- Run current scene
|
|
|
|
## Settings
|
|
|
|
You can use the following settings to setup the Godot Tools:
|
|
|
|
- GodotTools.editorServerPort: The http server port used by the EditorServer Godot module (_see Extra Functionality below_)
|
|
- GodotTools.maxNumberOfProblems: Sets the limit for the issues reported by the static code validator
|
|
- GodotTools.editorPath: An absolute path pointing at the Godot Editor executable file. Required to run the project and test scenes from VScode
|
|
- GodotTools.workspaceDocumentWithMarkdown: Control the documentations of workspace symbols should be rendered as plain text or html from markdown
|
|
- GodotTools.ignoreIndentedVars: Parse variables defined after indent of not
|
|
|
|
## Issues and contributions
|
|
|
|
The [Godot Tools](https://github.com/GodotExplorer/godot-tools) and the go to [engine modules](https://github.com/GodotExplorer/editor-server) are all hosted on GitHub. Feel free to open issues there and create pull requests anytime.
|
|
|
|
## Release Notes
|
|
|
|
### 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
|
|
|
|
### 0.2.7
|
|
|
|
* 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
|
|
* You can bind the key bindings back by add following configurations
|
|
```json
|
|
{
|
|
"command": "godot.runWorkspace",
|
|
"key": "F5"
|
|
},
|
|
{
|
|
"command": "godot.runCurrentScene",
|
|
"key": "F6"
|
|
},
|
|
{
|
|
"command": "godot.openWithEditor",
|
|
"key": "F7"
|
|
},
|
|
{
|
|
"command": "godot.updateWorkspaceSymbols",
|
|
"key": "F8"
|
|
}
|
|
```
|
|
For more references please ready [keybindings](https://code.visualstudio.com/docs/getstarted/keybindings)
|
|
|
|
### 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`
|
|
|
|
[Full change log](CHANGELOG.md)
|
|
|
|
## TODOS:
|
|
* Convert official BBCode documentation into Markdown and render it to HTML with documentation previewer pages
|
|
* Add mermaid support with documentation
|
|
* Undefine variable checking
|