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@@ -26,13 +26,20 @@ The plug-ins adds a few entries to the command palette
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## Settings
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-You can use the following settings to setup the Godot Tools:
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+If you like this plugin you can set VSCode as your default script editor with following steps:
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+1. Open editor settings
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+2. Select `Text Editor / External`
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+3. Check the `Use External Editor` box with mouse click
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+4. Fill `Exec Path` to the path of your Visial Studio Code
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+5. Fill `Exec Flags` with `{project} --goto {file}:{line}:{col}`
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-- GodotTools.editorServerPort: The http server port used by the EditorServer Godot module (_see Extra Functionality below_)
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-- GodotTools.maxNumberOfProblems: Sets the limit for the issues reported by the static code validator
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+You can use the following settings to setup the Godot Tools:
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+- GodotTools.godotVersion: The godot version of your project
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- GodotTools.editorPath: An absolute path pointing at the Godot Editor executable file. Required to run the project and test scenes from VScode
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- GodotTools.workspaceDocumentWithMarkdown: Control the documentations of workspace symbols should be rendered as plain text or html from markdown
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- GodotTools.ignoreIndentedVars: Parse variables defined after indent of not
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+- GodotTools.parseTextScene: Parse scene files with extention ends with tscn
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+- GodotTools.completeNodePath: Show node pathes of of workspace in the code completion
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## Issues and contributions
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@@ -40,6 +47,11 @@ The [Godot Tools](https://github.com/GodotExplorer/godot-tools) and the go to [e
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## Release Notes
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+### 0.2.9
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+* Add configuration `GodotTools.completeNodePath` to switch is complete node pathes
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+* Enhanced syntax highlight with GDScript
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+* Enhanced code completion with GDScript
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+
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### 0.2.8
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* Add godot 3.0 project support with configuration `GodotTools.parseTextScene` >= 3
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* Add configuration `GodotTools.parseTextScene` to allow disable node path parsing
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@@ -71,17 +83,7 @@ The [Godot Tools](https://github.com/GodotExplorer/godot-tools) and the go to [e
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```
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For more references please ready [keybindings](https://code.visualstudio.com/docs/getstarted/keybindings)
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-### 0.2.6
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-
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-* Add shorthand if else expression support
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-* Add `enum` and `match` expression support
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-* Fix bugs with syntax checking
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-* Updated documentation data with godot 2.1.3
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-* Add syntax checking for end of expression
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-* The pulugin is compiled with latest VSCode thanks @arrkiin
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-* Add key bindings for open workspace with godot editor with `F7` and update workspace symbols with `F8`
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-
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-[Full change log](CHANGELOG.md)
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+[Full change log](https://github.com/GodotExplorer/godot-tools/blob/master/CHANGELOG.md)
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## TODOS:
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* Convert official BBCode documentation into Markdown and render it to HTML with documentation previewer pages
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