- Improve dragging items from Scene Preview into source code
- Improve macOS path resolution for app bundles
- Improve codeblock formatting in documentation
- Improve Scene Preview ergonomics
- "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
- Fix poor documentation formatting of class titles and inheritance chain
- Fix bad formatting on several operators
- Fix various formatting issues
- Fix various syntax highlighting issues
- Fix Object ID decoded as wrong signedness
- Fix project not found when
project.godot
file is excluded - Fix LSP connection attempts not resetting
- Fix child processes not being killed properly
- Fix broken scene file parser
- Fix debugged process not being terminated when debugging session closes on Linux
- Rewrite debugger for Godot 4 support + improved maintainability
- Implement headless LSP mode
- Add scene preview panel
- Replace temporary
.gdshader
syntax with more extensive support - Add "additional options" to launch debugger with
- Add "Open Type Documentation" context menu option
- Add
_physics_process
snippet - Add
_unhandled_input
snippet - Add highlighting support for %Unique nodes in NodePaths
- Adjust Godot version detection regex
- Fix BBCode [br] not rendering in hover
- Fix errors in grammar syntax
- Fix Godot 4.x debug console printing multiple logs into one line
- Fix internal document link handling
- Fix overaggressive formatting when adding lines after
if
statement - Fix func keyword highlighting
- Fix OS singleton being incorrectly highlighted as a constant
- Fix incorrect highlighting in dictionary literals
- Fix various highlighting errors
- Fix various syntax highlighting problems
- Improve debugger setup instructions
- Improve displaying symbols documentation
- Improve extension startup performance
- Improve LSP connection behavior (fixes Godot3/4 port issue)
- Improve path handling when starting processes
- Make launching the editor open a new custom terminal
- Reorganize extension entrypoint
- Restructure and rename settings
- Multiple highlighting improvements
- Syntax highlighting changes
- Update
.gdshader
syntax - Various highlighting/formatting fixes
- Various quality-of-life improvements
- 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)
- Fix regression in launching debugger
- Fix operator syntax highlighting when next to an opening parenthesis
- Add context menu options to copy resource path
- Add option to run the project with visible collision shapes and navigation
- Overhaul syntax highlighting
- Mention that the Godot editor must be running in connection error message
- Fix automatic indentation on line breaks not working as expected
- Add support for setting language-server-host
- Improve syntax highlighting
- Update LSP client to 7.0.0 to use the 3.16.0 specification
- Fix some
$
node path shorthand regex bugs in syntax highlighting - Fix handling of Windows terminals determined by profiles
- Fix "static func" indent error
- Fix restart of debugging sessions
- Use the LSP defined SymbolKind enum and fix marked
- Fix "Continue" for multiple breakpoints in the same script
- Fix conditional breakpoints being parsed as regular breakpoints
- Add
in
to the list of keywords and add rule for$
shorthand - Fix typo in snippets: "decleration" -> "declaration"
- Add
remote
keyword to syntax highlighting - Remove the configuration item
godot-tools.check_config
as it has no effect - Fix the syntax of escaped characters in strings
- Fix bug for GDScript debugger
- Add TCP protocol support for GDScript language server Godot 3.2.2
- Add the debugger to the extension
- Fix hover popup position for VSCode 1.42+
- Fix run editor error on windows with default terminal configurations
- 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
- 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
{
"lint": {
"semicolon": true,
"conditionBrackets": true
}
}
- Fix project configuration file path
- 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
- Fix bug with builtin symbols parsing for godot 2.1
- Improved hover documentation
- Show window progress when parsing workspace symbols
- 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 syntax checking error with match statement.
- Improved documentation for builtin code blocks.
- Start using MarkdonwString to keep links valid.
- 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.
- 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 configuration
GodotTools.completeNodePath
to switch is complete node paths - Enhanced syntax highlight with GDScript
- Enhanced code completion with GDScript
- 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
- 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
For more references please ready keybindings{ "command": "godot.runWorkspace", "key": "F5" }, { "command": "godot.runCurrentScene", "key": "F6" }, { "command": "godot.openWithEditor", "key": "F7" }, { "command": "godot.updateWorkspaceSymbols", "key": "F8" }
- Add shorthand if else expression support
- Add
enum
andmatch
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 withF8
- Run games within VSCode terminals
- Add key bindings for
F5 to run the workspace
andF6 to run the edting scene
- Fix a lot of bugs with unused variable checking
- Move workspace symbols state notice to status bar
- Add code checking for asignments and comparisons
- Improved builtin documentation preview page
- Fix bugs with unused variable checking
- 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)
- Better Syntax validating for code blocks
- More warning for non-python liked expression
- Support markdown render in hover tips for documentations in workspace symbols
- Add configuration
GodotTools.workspaceDocumentWithMarkdown
to control workspace documentation rendering
- 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 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 signatures on completion label
- More reliable unused variable and constant checking in documente
- Show workspace documentations and function signatures in completions
- Show documentations parsed from GDScripts in hover tips
- 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
- Add function signature hint support
- Better syntax grammar checking
- Better hover hint message for workspace methods and signals
- Add documentation support for builtin Symbols.
- Improve speed of syntax parsing and other actions
- Better syntax highlight for GDScript
- Add mouse hover information support
- Add definition provider for GDScript
- Multiline string and
StringName
highlight support - Builtin classes, properties, functions and constants highlight support
- Fix errors in code snipt
- Better syntax highlight with GDScript
- Initial release