Releases: godotengine/emacs-gdscript-mode
Emacs GDScript Mode 1.4.0
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
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
andgdscript-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, usingcompilation-*
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 useprojectile
by default if available, otherwiseivy
orido
.- 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.
- Also, use the universal argument (C-u) before calling
Changes
- Removed guessing indentation size, which could guess indent sizes wrong.
- Removed the customizable variables
gdscript-indent-guess-indent-offset
andgdscript-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 ofgdscript-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
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
ifprojectile
is available, otherwise withfind-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
andremotesync
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
Emacs GDScript Mode 1.1.0
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
Emacs GDScript Mode 1.0.2
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
Emacs GDScript Mode 1.0.1
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
Emacs GDScript Mode 1.0.0
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!