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* Code quality: Fix header guards consistencyRémi Verschelde2022-07-251-1978/+0
| | | | | Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
* Merge pull request #59482 from kurtlachmann/lsp_better_parenthesesRémi Verschelde2022-06-151-1/+1
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| * Use insertText from the internal autocompletionKurt Lachmann2022-03-241-1/+1
| | | | | | | | | | | | * GDScriptLanguage::complete_code already adds parentheses to function calls, and does this a lot smarter than the language server right now. * Instead of the previous naive approach we now reuse the same logic as the internal editor. * For this to have any effect we also have to send the `insertText` field already during the completionRequest and not only during resolve.
* | Replace most uses of Map by HashMapreduz2022-05-161-5/+5
|/ | | | | | | | | | | | * 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!
* String: Add contains().Anilforextra2022-02-041-1/+1
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* clang-format: Various fixes to comments alignment from `clang-format` 13Rémi Verschelde2021-10-281-43/+43
| | | | All reviewed manually and occasionally rewritten to avoid bad auto formatting.
* Use range iterators for `Map`Lightning_A2021-09-301-5/+5
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* Remove duplicate WorkspaceEdit from LSPFrancois Belair2021-09-251-40/+10
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* Merge pull request #50378 from Razoric480/apply-edit-40Rémi Verschelde2021-09-251-0/+52
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| * Implement applyEdit in LSP for signal connectingFrancois Belair2021-07-111-0/+52
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* | Merge pull request #48615 from Razoric480/lsp-renameRémi Verschelde2021-08-051-2/+58
|\ \ | | | | | | Implement LSP didSave notification and rename request
| * | Implement didSave notification and rename requestFrancois Belair2021-07-171-2/+58
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* / Fix LSP reporting wrong typesFrancois Belair2021-07-261-26/+26
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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/+114
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* Merge pull request #40276 from Taywee/masterRémi Verschelde2021-02-251-1/+1
|\ | | | | remove invalid codeLensProvider value from lsp
| * remove invalid codeLensProvider value from lspTaylor C. Richberger2020-07-111-1/+1
| | | | | | codeLensProvider was false, it may not be a boolean like some of the other providers can, only optionally present.
* | Initialize class/struct variables with default values in modules/Rafał Mikrut2021-02-081-7/+7
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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 🎆
* | Rename empty() to is_empty()Marcel Admiraal2020-12-281-2/+2
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* | Refactor DocData into core and editor (DocTools) partsThakee Nathees2020-12-021-1/+1
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* | Remove empty lines around braces with the formatting scriptAaron Franke2020-11-161-1/+0
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* | Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-2/+2
|/ | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Fix incorrect capabilities notification in LSPOliver Frank2020-05-151-3/+3
| | | | (cherry picked from commit 2173d041af711c111d60d1fc1f45f96f4f8c7271)
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-11/+22
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-11/+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.
* Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde2020-05-101-11/+22
| | | | | | | Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
* Replace more occurrences of NULL with nullptrRémi Verschelde2020-04-021-3/+3
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* Move DocData and Collada out of their subfoldersRémi Verschelde2020-03-241-1/+1
| | | | | | | | Now that the unused DocDump was removed, the `editor/doc` subfolder is redundant. Similarly, there's no reason for Collada to have a subfolder for itself when glTF or OBJ don't.
* Remove completion triggers for ',' and '(' which may conflict with signature ↵geequlim2020-01-111-2/+0
| | | | helper
* GDScript LSP: Implement signatureHelpgeequlim2020-01-091-0/+116
| | | | 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.
* Fix typos with codespellRémi Verschelde2019-11-221-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Using codespell 1.16.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
* Small fixes to redundand code, copy paste bugsqarmin2019-10-141-1/+1
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* lsp: Send godot class tree to clientsGeequlim2019-10-091-1/+36
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* Format documentations to markdown only when neededgeequlim2019-10-051-1/+72
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* Add custom api `textDocument/nativeSymbol` to allow inspect native symbols ↵geequlim2019-10-041-1/+12
| | | | from LSP clients
* Fix enumeration value of SymbolKind.geequlim2019-10-041-28/+32
| | | | | Add custom notification 'gdscript/show_native_symbol' to show native symbols in clients. Close client connections when stop gdscript-lsp
* Implement DocumentLink of GDScript LSP Servergeequlim2019-10-031-0/+35
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* Add optional goto definition support for native symbolsgeequlim2019-08-111-0/+5
| | | | | This action will show help for target symbol in godot editor and bring the godot editor window to foreground Improved markdown documentation for symbols.
* Improve symbol resolve for inner classesGeequlim2019-08-111-4/+4
| | | | | | Only level one inner classes would be resolved currently but it sould cover most real world use case Improve documation parseing for const values Improve documation format for native symbols
* Improved performance for completion and symbol resolvation.Geequlim2019-08-111-274/+319
| | | | | | 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 a symbol pool to cache all native symbols and workspackes symbols.geequlim2019-08-111-8/+155
| | | | | | | Implement hover Implement completion documentation resolve Implement hover documentation Implement go to definition
* Add GDScript Language Protocol plugingeequlim2019-08-111-0/+1309