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* Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* Rebrand preambles to RedotDubhghlas McLaughlin2024-10-111-0/+2
| | | | | | | | | | | | | | | | | | | | | | Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Language Server: Improve hovered symbol resolution, fix renaming bugs, ↵BooksBaum2023-09-111-4/+4
| | | | | | | implement reference lookup Co-Authored-By: Ryan Brue <56272643+ryanabx@users.noreply.github.com> Co-Authored-By: BooksBaum <15612932+booksbaum@users.noreply.github.com>
* Style: Harmonize header includes in modulesRémi Verschelde2023-06-151-2/+3
| | | | | | | | | | | | | | | | | | | | This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module ("local" includes) should be listed first in their own block using relative paths, before Godot's "core" includes which use "absolute" (project folder relative) paths, and finally thirdparty includes. Includes in `#ifdef`s come after their relevant section, i.e. the overall structure is: - Local includes * Conditional local includes - Core includes * Conditional core includes - Thirdparty includes * Conditional thirdparty includes
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Code quality: Fix header guards consistencyRémi Verschelde2022-07-251-2/+2
| | | | | Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
* Replace most uses of Map by HashMapreduz2022-05-161-3/+3
| | | | | | | | | | | | * Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
* Add GDExtension support to Scriptreduz2022-03-271-1/+1
| | | | | | | | | * Ability to create script languages from GDExtension * Some additions to gdnative_extension.h to make this happen * Moved the GDExtension binder to core This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x. Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make LSP report _init instead of Object::newFrancois Belair2021-09-291-1/+1
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* Merge pull request #50378 from Razoric480/apply-edit-40Rémi Verschelde2021-09-251-0/+2
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| * Implement applyEdit in LSP for signal connectingFrancois Belair2021-07-111-0/+2
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* | Implement didSave notification and rename requestFrancois Belair2021-07-171-0/+3
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* Rename Reference to RefCountedPedro J. Estébanez2021-06-111-2/+2
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* Implement LSP didDeleteFiles & make parser aware of sub-nodesFrancois Belair2021-04-101-0/+1
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* 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 🎆
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* fix: Return only scenes for script owners on LSP completionRafael Delboni2020-03-071-1/+1
| | | | Fix: #36680
* Improve LSP completion using scene ownerRafael Delboni2020-02-251-0/+5
| | | | Fixes: #36473
* GDScript LSP: Implement signatureHelpgeequlim2020-01-091-0/+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.
* Add custom api `textDocument/nativeSymbol` to allow inspect native symbols ↵geequlim2019-10-041-1/+1
| | | | from LSP clients
* Implement DocumentLink of GDScript LSP Servergeequlim2019-10-031-1/+1
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* Add optional goto definition support for native symbolsgeequlim2019-08-111-2/+0
| | | | | 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 supportGeequlim2019-08-111-0/+2
| | | | | 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.Geequlim2019-08-111-1/+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 sulotiongeequlim2019-08-111-1/+11
| | | | 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 a symbol pool to cache all native symbols and workspackes symbols.geequlim2019-08-111-0/+15
| | | | | | | Implement hover Implement completion documentation resolve Implement hover documentation Implement go to definition
* Add GDScript Language Protocol plugingeequlim2019-08-111-0/+65