Releases: godotengine/godot-vscode-plugin
Godot Tools for Visual Studio Code 2.3.0
This release is compatible with Godot 4.x as well as Godot 3.x.
Thanks to all contributors involved in the making of this release, in particular @DaelonSuzuka who has been central in this effort of maintaining this extension!
- Download from Visual Studio Marketplace (includes automatic updates)
- Download from GitHub
- Expand Assets below the changelog and choose
godot-tools-2.3.0.vsix
to download the extension directly, then follow the installation instructions.
- Expand Assets below the changelog and choose
Changelog
Godot Tools for Visual Studio Code 2.2.0
This release is compatible with Godot 4.x as well as Godot 3.x.
Thanks to all contributors involved in the making of this release, in particular @DaelonSuzuka who has been central in this effort of maintaining this extension!
- Download from Visual Studio Marketplace (includes automatic updates)
- Download from GitHub
- Expand Assets below the changelog and choose
godot-tools-2.2.0.vsix
to download the extension directly, then follow the installation instructions.
- Expand Assets below the changelog and choose
Changelog
Godot Tools for Visual Studio Code 2.1.0
This release is compatible with Godot 4.x as well as Godot 3.x.
Thanks to all contributors involved in the making of this release, in particular @DaelonSuzuka who has been central in this effort of maintaining this extension!
- Download from Visual Studio Marketplace (includes automatic updates)
- Download from GitHub
- Expand Assets below the changelog and choose
godot-tools-2.1.0.vsix
to download the extension directly, then follow the installation instructions.
- Expand Assets below the changelog and choose
Changelog
- Improve dragging items from Scene Preview into source code
- Improve macOS path resolution for app bundles
- Improve codeblock formatting in documentation
- Improve Scene Preview ergonomics
- "Pinning" in the scene preview is now referred to as "locking" to avoid confusion with pinning a scene as the debug/launch target.
- Added commands for opening the Scene Preview's target scene, and the "main script" of the target scene, if it exists.
- Added existing "refresh scene preview" command as a button.
- Prevent document links from accidentally being resolved to your entire document
- Fix poor documentation formatting of class titles and inheritance chain
- Fix bad formatting on several operators
- Fix various formatting issues
- Fix various syntax highlighting issues
- Fix Object ID decoded as wrong signedness
- Fix project not found when
project.godot
file is excluded - Fix LSP connection attempts not resetting
- Fix child processes not being killed properly
- Fix broken scene file parser
- Fix debugged process not being terminated when debugging session closes on Linux
Godot Tools for Visual Studio Code 2.0.0
This release is compatible with Godot 4.x as well as Godot 3.x.
Thanks to all contributors involved in the making of this release, in particular @DaelonSuzuka who has been central in this effort of updating this extension for Godot 4.x!
- Download from GitHub
- Expand Assets below the changelog and choose
godot-tools-2.0.0.vsix
to download the extension directly, then follow the installation instructions.
- Expand Assets below the changelog and choose
Changelog
- Rewrite debugger for Godot 4 support + improved maintainability
- Implement headless LSP mode
- Add scene preview panel
- Replace temporary
.gdshader
syntax with more extensive support - Add "additional options" to launch debugger with
- Add "Open Type Documentation" context menu option
- Add
_physics_process
snippet - Add
_unhandled_input
snippet - Add highlighting support for %Unique nodes in NodePaths
- Adjust Godot version detection regex
- Fix BBCode [br] not rendering in hover
- Fix errors in grammar syntax
- Fix Godot 4.x debug console printing multiple logs into one line
- Fix internal document link handling
- Fix overaggressive formatting when adding lines after
if
statement - Fix func keyword highlighting
- Fix OS singleton being incorrectly highlighted as a constant
- Fix incorrect highlighting in dictionary literals
- Fix various highlighting errors
- Fix various syntax highlighting problems
- Improve debugger setup instructions
- Improve displaying symbols documentation
- Improve extension startup performance
- Improve LSP connection behavior (fixes Godot3/4 port issue)
- Improve path handling when starting processes
- Make launching the editor open a new custom terminal
- Reorganize extension entrypoint
- Restructure and rename settings
- Multiple highlighting improvements
- Syntax highlighting changes
- Update
.gdshader
syntax - Various highlighting/formatting fixes
- Various quality-of-life improvements
- Add GDScript formatter
- Add (disabled) experimental providers for custom completions, semantic tokens, and tasks
- Add a file decorator to show the pinned debug file in the filesystem view/editor tabs
- Add buttons for relevant actions to ScenePreview items
- Add hover for SubResource() and ExtResource() statements in scene files
- Add internal document links for SubResource() and ExtResource() statements in scene files
- Add item decorators to the Scene Preview to show Node attributes more clearly
- Fix scene file highlighting not working
- Fix ScenePreview not working in Godot 3
- Improve "Debug Pinned Scene" command by making the pinned scene persist between VSCode sessions
- Improve ability to right click -> open docs for methods of builtin types (doesn't always work)
- Overhaul documentation viewer
- Update Godot icons (and remove old ones)
Godot Tools for Visual Studio Code 1.3.1
Godot Tools for Visual Studio Code 1.3.0
Godot Tools for Visual Studio Code 1.2.0
Changelog
- Add support for setting language-server-host
- Improve syntax highlighting
- Update LSP client to 7.0.0 to use the 3.16.0 specification
- Fix some
$
node path shorthand regex bugs in syntax highlighting - Fix handling of Windows terminals determined by profiles
- Fix "static func" indent error
- Fix restart of debugging sessions
- Use the LSP defined SymbolKind enum and fix marked
- Fix "Continue" for multiple breakpoints in the same script
Godot Tools for Visual Studio Code 1.1.3
Changelog
- Fix conditional breakpoints being parsed as regular breakpoints
- Add
in
to the list of keywords and add rule for$
shorthand - Fix typo in snippets: "decleration" -> "declaration"
- Add
remote
keyword to syntax highlighting - Remove the configuration item
godot-tools.check_config
as it has no effect - Fix the syntax of escaped characters in strings
release 1.1.2
Remove the configuration item 'godot-tools.check_config' as it has no…