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Add Godot Resource Language #6185
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This is completely and totally wrong.
-
.tres
and.tscn
files are specific to Godot Engine, not to the GDScript language. Games using C# in Godot with no GDScript will still have.tres
and.tscn
files. -
The syntax highlighting needed for
.tres
and.tscn
is completely different from GDScript.
@aaronfranke I was kinda expecting a comment like this as I know nothing about Godot and was winging it 😁
The issue here is we can't add "Godot Engine" or similar as its own language to Linguist as it isn't a language, it's framework, hence I chose GDScript which brings me to your next point:
I was motivated to add these files to GDScript as that's what the Godot docs use for the code blocks (see the page source) and things seem to look OK. Now I'm looking at it again, and looking at the grammar itself, would it make more sense to add a new "GDResource" data language for these extensions? That's what VSCode identifies these file as when I open them with https://github.com/godotengine/godot-vscode-plugin/ installed (which we use for the GDScript syntax highlighting). |
@lildude Yes, these files use Godot's Resource / ConfigFile format, including Note that we want to avoid marking these files as code (we should use Linguist |
...and move tres and tscn samples to this language
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LGTM.
Description
project.godot
,.tres
and.tscn
files form part of many GoDot apps and are really popular on GitHub.I've stuck with the same colour as used by GDScript as they're related so may as well share the same colour of:
#355570
Fixes #6060
Checklist:
.gdns
.gdnlib
.tscn
.tres
project.godot
.tscn
and.tres
https://github.com/Orama-Interactive/Pixeloramaproject.godot
.gdns
,.gdnlib
https://github.com/godot-rust/gdnative