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Support for GDScript #88
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+1 - This would be an awesome add. |
Doesn't really work very well or at all, on godot 4 at least. The new one is better but it's still very buggy. |
It's been a while since I created this issue but my main motivation was that it would be a great workflow improvement to be able to edit & debug both GDScript and C# code from Rider. That way you can follow execution flow across languages in a single debugging environment without having to bounce between the Godot editor and Rider. |
I would like to see that feature as well. There is another plugin here that aims to support gdscript in IntelliJ. Maybe they are willing to implement LSP Support for Godot. |
godot is future,so GdScript is future,not C# |
C# takes too long to compile and is not lightweight enough |
C# can not run in android editor,If I really need performance ,cpp is my choice |
gdscript support would be amazing! I would love to move away from VS Code and work entirely within the JetBrains eco system. |
The hero we need! |
amazing! |
If I may ask for your input on a default behavior question.
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related Godot proposal godotengine/godot-proposals#8593 |
In my opinion, the plugin should wait for the editor (your third point). This way we save resources (RAM, CPU) because only one Godot process is running. |
The integration of Language Server Protocol (LSP) for GDScript is available in the public 2024.1 EAP1 build of Rider with a recent Godot support plugin. It is disabled by default setting in Rider (Godot Engine - Connecting LSP server). This issue remains open. |
I've recently started experimenting with Godot and the thing that I miss the most even after writing just a few scripts are the refactoring capabilities of Rider that I really rely upon in my work. I can't wait to see full GD Script support with refactoring capabilities. Keep up the good work and thank you so much for it. |
100%, being able to refactor GDScript on a project-wide basis would be game changing. |
@WarrenMarshall You can use in the meantime GDFormat (a python lib) and then create a custom command in Jetbrains that runs it (for current file or whole repo as desired), and the assign your custom keymap to run that custom command. Works super good as a temp alternative. |
Enjoying what there is so far. Currently just waiting for the refactoring methods and the find usages working, after which I will be perfectly happy with this implementation ❤️ |
Cheers. Renewing Rider just for this, hoping for more features and tighter integration in the future. :) |
I have been using it for a while and it is very good. I look forward to continuing to update. |
The support for debugging GdScript is in the works. I am also thinking, if it is a good idea to use DAP server in the headless editor, which we already run for LSP. |
Debugging inside Rider sounds superb! ❤️ Hopefully it will be merged soon. I personally also have 1 question regarding gdscript implementation. Is there a plan to add "see usages" feature? It's what I'm really missing coming from the C# and sadly it's not available inside the base script editor of Godot. (but I have seen it working inside other plugin for rider for gdscript). Also important info for now anyone wanting to use rider for gdscript, don't override the inside editor with the external editor inside editor settings, if you plan to write custom resources, plugins or tool scripts. Since currently they don't update correctly from outside text/code editors, they only update when opening the internal godot code editor. |
Find Usages feature is available in the third party GdScript plugin from IceExplosive and for the upcoming Rider 2024.2, I have ensured the compatibility with that plugin. However Find Usages via LSP is also in the works https://youtrack.jetbrains.com/issue/IJPL-848/LSP-API-support-Find-Usages-textDocument-references-request |
Thank you for your continued work on this, this is already a bless! 🙇🏻♂️ If at all possible, could we get some coloring for functions (when they are called) and variables? So far a lot of it is just white despite the highlighting generally working, example: Also note the Thanks again! |
@ArSn |
@van800 Interesting, I somehow thought it was just not covered, or I would have reported a bug in the first place as you asked. Anyhow, reported it now: https://youtrack.jetbrains.com/issue/RIDER-112960/GdScript-syntax-highlighting-not-working-as-expected |
I can't find GdScript plugin from IceExplosive. My redier version is 2024.1.4. |
My bad. It can also be refered as GdScript from David Horáček |
@jaysunxiao for debugging gdscript, please use the "GDScript Start and Debug" configuration. I have created an issue https://youtrack.jetbrains.com/issue/RIDER-115995/Run-Debug-a-specific-scene-functionality-doesnt-support-GDScript |
Our official docs are public https://www.jetbrains.com/help/rider/2024.2/Godot.html |
This solved my problem. Thanks a lot. |
I am closing the issue now since the Rider version with GDScript support has been released. |
While this plugin is understandably focused on C# primarily, it would be very handy to also support GDScript syntax highlighting (and eventually intellisense/debugging support). The rationale for this is that some Godot projects contain a mix of C# and GDScript code. Having the ability to use Rider for editing/debugging in both languages saves on iteration time by not having to repeatedly switch between environments when editing/debugging the two languages.
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