New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Instructions link to nowhere. #5
Comments
Hello, @mrbig033 , Thank you for the notice. I added a comment about the set-up information being below. Do you think it it is suitable? Otherwise, I can remove the link to avoid confusion, as most readers will probably refer to it in a browser, rather than in Emacs. Best regards, |
Thank you very much for your answer. I'm not saying this just to gratuitously criticize, I'm still using your package because of yasnippets, indenting and syntax highlighting alone, but there's no linting or completion (vim-gdscript3 have both). I'd only like to add that the auto-indenting for
But instead what I get is:
Which generates an error. Again, thank you for the great work. This mode is absolutely necessary, and I'm certain it can be really great in the future. Cheers! |
Hello, @mrbig033 , Thank you for your feedback -- I appreciated it.
As I was a Godot 2 user until last year, the major mode support only a subset of features introduced by GDScript in Godot 3 (they were last updated in commit b7866cc). As mentioned in a recent pull request (#4), GDScript has evolved considerably in the last year. Therefore, warnings about new features (requiring support) are always welcome. I shall update the mode when I have time (for instance, referring to https://godot.readthedocs.io/en/latest/getting_started/scripting/gdscript/gdscript_basics.html to check what has changed). Unfortunately, it will take a while, as I am finishing a PhD. If there is something else that could help your workflow, feel free to suggest as well.
Autocompletion requires compiling the engine with module support because that was the solution that was available at the time (circa 2015 for Godot 2). GDNative did not exist back then; therefore, recompilation was mandatory. Godot has plans to support the Language Server Protocol in the future (godotengine/godot#2245), which is something I am waiting. If there is an alternative, I can investigate it. From the documentation (https://github.com/calviken/vim-gdscript3/wiki/Completion), it does not seem to complete node paths, which was my main use case for the autocompletion module. For user defined variables and methods, Company https://company-mode.github.io/ can help. As it inspects buffers ( For instance, my default Company backends are: ((company-capf :with company-yasnippet) (company-dabbrev-code company-gtags company-etags company-keywords :with company-yasnippet) (company-files :with company-yasnippet) (company-dabbrev :with company-yasnippet)) A similar configuration should result into close results to those described in "Basic completion" in https://github.com/calviken/vim-gdscript3/wiki/Completion. There will not be support for Godot's built-in functions, though. For linting, as with Language Server Protocol support, there seems to be tools for linting GDScript in progress (godotengine/godot#20513). Vim's mode (https://github.com/calviken/vim-gdscript3/blob/master/syntax_checkers/gdscript3/godot_server.vim) seems to run the script in command line ( I know that writing a parser using If we use Best regards, |
The link for Setting-Up in Emacs is dead.
The text was updated successfully, but these errors were encountered: