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Releases: godotengine/emacs-gdscript-mode

Emacs GDScript Mode 1.4.0

12 Oct 02:17
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This package adds support for the GDScript programming language from the Godot game engine in Emacs.

Release v1.4.0 adds debugger support.

Big thanks to @VlachJosef and @rileyrg for contributing to this release.

New features

  • Debugger support with breakpoints, code stepping, stack frames, remote scene tree, and more. See the README for more information.

Bug fixes

  • Fix scene and script selection not aborting when pressing C-g.

Getting started

To learn to install the package and get the most out of it, read our README on the repository's home page.

Contributing

If you encounter a bug or you have an idea to improve the tool, please open an issue!

This project is sponsored by GDQuest.

Emacs GDScript Mode 1.3.0

08 Sep 04:39
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This package adds support for the GDScript programming language from the Godot game engine in Emacs.

Release v1.3.0 brings many quality-of-life improvements to work more productively with Godot and Emacs.

Big thanks to @VlachJosef and @rileyrg for contributing to this release.

Features

  • Support for running the project and scenes with hydra with gdscript-hydra-show.
  • Command interpreter (comint support) for Godot processes: get and navigate errors within Emacs, and jump to files and GDScript code causing errors.
    • The command buffer pops up automatically when you run a scene or the project in the editor.
  • Added command gdscript-format-all to format all gdscript buffers.
  • Added commands gdscript-format-all and gdscript-format-buffer to gdscript-mode's hydra window (gdscript-hydra-show).
  • Added command interpreter support for gdscript-format-* commands
  • Add the ability to open a local copy of the Godot docs with gdscript-docs-* commands.
  • Multiple projects support. Every project's godot process runs in its own buffer.
  • Godot's standard output and standard error are fed to a comint buffer. This allows you to navigate errors and jump to the corresponding source files, using compilation-* commands.
  • Hydra provides a history of commands for quick re-execution of godot commands. It also provides a quick way to rerun the last command.
  • The gdscript-godot-run-current-scene command now offers to run any scene file if the current buffer is not a scene file.
  • The gdscript-godot-run-current-script command now offers to run any script file if the current buffer is not a script file.
  • Syntax highlighting for the $ operator.

Improvements

  • Added unit tests (see gdscript-tests.el).
  • Added check for missing godot executable and a corresponding error message.
  • You can force selecting a scene when calling gdscript-godot-run-current-scene by using the universal argument (C-u).
  • gdscript-godot-run-current-scene will use projectile by default if available, otherwise ivy or ido.
  • You can now customize the URL for the Godot API reference: gdscript-docs-online-search-api-url.
    • Also, use the universal argument (C-u) before calling gdscript-docs-browse-api to force it to use the online docs, even if a local build of the docs is available.

Changes

  • Removed guessing indentation size, which could guess indent sizes wrong.
  • Removed the customizable variables gdscript-indent-guess-indent-offset and gdscript-indent-guess-indent-offset-verbose.

Bug fixes

  • Fixed auto-indentation not working with match blocks.
  • Fixed auto-indentation of new blocks sometimes over-indenting.
  • Fixed eww-after-render-hook always calling gdscript docs formatter, even outside of gdscript-mode buffers.
  • Removed call to nonexisting function f-executable-p.

Getting started

To learn to install the package and get the most out of it, read our README on the repository's home page.

Contributing

If you encounter a bug or you have an idea to improve the tool, please open an issue!

This project is sponsored by GDQuest.

Emacs GDScript Mode 1.2.0

28 May 16:45
v1.2.0
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This package adds support for the GDScript programming language from the Godot game engine in Emacs.

Big thanks to @francogarcia, @VlachJosef, @tavurth, and @hristoast for their contributions on this release!

Changelog

Features

  • Added commands to open the API reference in eww.
  • Added debug options when running gdscript-godot-run-project-debug.
  • Added a command to insert a path to a project file, either using project-find-file if projectile is available, otherwise with find-file.
  • Added a command to format a selected region with gdformat.
  • Added syntax highlighting for function calls.
  • Added missing built in functions.
  • Added missing puppet and remotesync keywords.

Changes

  • Changed keyboard shortcuts.

Bug fixes

  • Fixed loading the gdscript-godot module at initialization.
  • Fixed function calls in the mode map.

Getting started

To learn to install the package and get the most out of it, read our README on the repository's home page.

Contributing

If you encounter a bug or you have an idea to improve the tool, please open an issue!

Also, check out our GDQuest contributor's guidelines

Support us

Our work on Free Software is sponsored by our Godot game creation courses. Consider getting one to support us!

Join the community

  • You can join the GDQuest community and come chat with us on Discord.
  • For quick news, follow us on Twitter.
  • We release video tutorials and major updates on YouTube.

Emacs GDScript Mode 1.1.0

30 Mar 14:40
v1.1.0
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Emacs GDScript mode is now available on the MELPA package archive!

Changelog

Features

  • Added commands to run files or open the project in Godot. Type M-x gdscript-godot to find and try them.

Bug fixes

  • Fixed incorrect match block indentation.
  • Fixed error with code folding.
  • Added syntax highlighting for more built-in keywords .
  • Fixed error at startup on Emacs 26.3

Documentation

  • Added instructions to install with use-package.
  • Updated install instructions for MELPA.
  • Added documentation on using gdscript-godot-* commands.

Getting started

To learn to install the package and get the most out of it, read our README on the repository's home page.

Contributing

If you encounter a bug or you have an idea to improve the tool, please open an issue!

Also, check out our GDQuest contributor's guidelines

Support us

Our work on Free Software is sponsored by our Godot game creation courses. Consider getting one to support us!

Join the community

  • You can join the GDQuest community and come chat with us on Discord.
  • For quick news, follow us on Twitter.
  • We release video tutorials and major updates on YouTube.

Emacs GDScript Mode 1.0.2

17 Feb 16:46
v1.0.2
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This minor release prepares the package for review to include it in the MELPA package archive. Once it passes review, it'll be available to install using the package-install command in Emacs.

Changelog

Changes

  • Addressed linting and checkdoc errors for a release on the MELPA package archive.
  • Split some more of the code to make the code easier to read and to maintain.

Bug fixes

  • Fixed function-definition-void errors in some cases due to a missing file import.

Getting started

To learn to install the package and get the most out of it, read our README on the repository's home page.

Contributing

If you encounter a bug or you have an idea to improve the tool, please open an issue!

Also, check out our GDQuest contributor's guidelines

Support us

Our work on Free Software is sponsored by our Godot game creation courses. Consider getting one to support us!

Join the community

  • You can join the GDQuest community and come chat with us on Discord.
  • For quick news, follow us on Twitter.
  • We release video tutorials and major updates on YouTube.

Emacs GDScript Mode 1.0.1

17 Feb 15:10
v1.0.1
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This minor release fixes a bug with the GDScript keywords.

Changelog

Improvements

  • Compile keywords for faster auto-completion and syntax highlighting.

Bug fixes

  • Fixed missing language keywords and constants lists.

Getting started

To learn to install the package and get the most out of it, read our README on the repository's home page.

Contributing

If you encounter a bug or you have an idea to improve the tool, please open an issue!

Also, check out our GDQuest contributor's guidelines

Support us

Our work on Free Software is sponsored by our Godot game creation courses. Consider getting one to support us!

Join the community

  • You can join the GDQuest community and come chat with us on Discord.
  • For quick news, follow us on Twitter.
  • We release video tutorials and major updates on YouTube.

Emacs GDScript Mode 1.0.0

17 Feb 15:11
v1.0.0
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This is the initial release of gdscript-mode, which adds support for the Godot engine's GDScript programming language in Emacs.

Features:

  • Syntax highlighting.
  • Code folding.
  • Imenu.
  • Indentation and auto-indentation: tab-based (default) and space-based.
  • GDScript code formatting using gdformat.
  • Automatic pairing of parentheses, brackets, etc.
  • Comment wrapping when using fill-paragraph.
  • Support for scenes (.tscn), resources (.tres) and GDScript (.gd) files.
  • Basic code completion.

Contributing

If you encounter a bug or you have an idea to improve the tool, please open an issue!

Also, check out our GDQuest contributor's guidelines

Support us

Our work on Free Software is sponsored by our Godot game creation courses. Consider getting one to support us!

Join the community

  • You can join the GDQuest community and come chat with us on Discord.
  • For quick news, follow us on Twitter.
  • We release video tutorials and major updates on YouTube.