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path: root/modules/gdscript/language_server/gdscript_language_protocol.h
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* GDScript LSP: Fix wrong error checks added in #39385Rémi Verschelde2020-06-151-1/+1
| | | | | | | | | Reverts `latest_client_id` back to 0, as I misunderstood how the client IDs are assigned and, without further testing and debugging, I can't say if this was a bug or a valid default value. Similarly, a `latest_client_id` of -1 is no longer raising an error. Fixes #39548.
* GDScript LSP: Fix crash in notify_clientRémi Verschelde2020-06-081-3/+3
| | | | | | | | | `latest_client_id` now defaults to `-1` (invalid ID) instead of `0`. Also fix typo in notification `gdscrip_client/changeWorkspace`, and fix argument names in method binds. Fixes #39375.
* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-1/+1
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* Fix crash after closing a GDScript LSP sessionOliver Frank2020-02-231-1/+1
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* Migrating language server from Websockets to raw TCPof92020-02-201-11/+29
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* Prevent GDScript language server from listening to external hosts by defaultHoukime2020-01-151-1/+1
| | | | | | | | | | * Add bind_ip property to WebSocketServer defaulting to "*" (listen to everyone) * Set default for GDscript Language Server to listen only to localhost Fixes potential security issue with GDScript language server being exposed to the broad net by default. Since it is the server which primary usage is to provide utility to the local editor there is no need to expose it.
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Add optional goto definition support for native symbolsgeequlim2019-08-111-0/+1
| | | | | This action will show help for target symbol in godot editor and bring the godot editor window to foreground Improved markdown documentation for symbols.
* Add generate script api to dictionary supportGeequlim2019-08-111-3/+5
| | | | | Expose GDScriptLanguageProtocol singleton and classes for editor plugins (Not visiable in class tree) Fix minor bug in symbol resolve
* Improved performance for completion and symbol resolvation.Geequlim2019-08-111-0/+2
| | | | | | Improved uri and workspace path translatation on windows platform. The smart resolvation is much faster than builtin's in the server side. The smart resolve mode is still disabled as default as the clients might be slow with a planty of completion items.
* Add optional smart resolve sulotiongeequlim2019-08-111-0/+2
| | | | The smart resolvaion can guess most symbols but it might be slow so disabled by default users can turn on it in the editor setting
* Add GDScript Language Protocol plugingeequlim2019-08-111-0/+86