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path: root/modules/gdscript/language_server/gdscript_language_server.cpp
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* LSP: Add support for custom host settingJohn J. Donna II2021-09-201-2/+5
| | | | | You can now configure host in the `language_server` settings in the editor settings.
* Implement the ability to disable classesreduz2021-07-131-3/+3
| | | | | | | * This PR adds the ability to disable classes when building. * For now it's only possible to do this via command like: `scons disable_classes=RayCast2D,Area3D` * Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
* Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde2021-06-111-1/+1
| | | | | File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
* Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscoresHugo Locurcio2021-05-061-1/+1
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* Initialize class/struct variables with default values in modules/Rafał Mikrut2021-02-081-5/+0
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* Modernize ThreadPedro J. Estébanez2021-01-291-7/+3
| | | | | | | | | - Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* GDScript LSP: Fix crash in notify_clientRémi Verschelde2020-06-081-0/+1
| | | | | | | | | `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: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-1/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Replace NULL with nullptrlupoDharkael2020-04-021-4/+4
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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.
* Allow enable/disable threading for LSP servergeequlim2020-01-111-12/+38
| | | | Restart LSP server when configurations change without restart the editor
* GDScript LSP: Implement signatureHelpgeequlim2020-01-091-1/+1
| | | | Enable smart resolve default to true as it is required for script symbol lookup
* 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.
* Cleans up headers included in editor_node.hHaoyu Qiu2019-12-241-0/+1
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* Decrease polling frequency to 20 Hz in the GDScript language serverHugo Locurcio2019-10-101-1/+2
| | | | This decreases the language server's CPU usage.
* Distinguish editor-originating messages in the editor logHugo Locurcio2019-09-201-2/+2
| | | | | | | This fades out messages originating from the editor to make messages printed by the project stand out more. This also tweaks wording in some editor messages for consistency.
* 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 optional smart resolve sulotiongeequlim2019-08-111-0/+1
| | | | 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