Update/tweaks
This commit is contained in:
@@ -1,9 +1,5 @@
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[*.lua]
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indent_size = 2
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indent_style = space
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# Consistent indentation for Godot projects.
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# Copy and paste this in your own.
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# EditorConfig for Godot projects
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# https://editorconfig.org
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root = true
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@@ -13,13 +9,20 @@ end_of_line = lf
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insert_final_newline = true
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trim_trailing_whitespace = true
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# GDScript
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# GDScript files
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[*.gd]
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indent_style = space
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indent_size = 4
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continuation_indent_size = 4
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# C#
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# Godot shader files
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[*.gdshader]
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indent_style = space
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indent_size = 4
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continuation_indent_size = 4
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# C# files
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[*.cs]
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indent_style = space
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indent_size = 4
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continuation_indent_size = 4
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@@ -11,6 +11,7 @@ game development using Neovim as an external editor. It provides:
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- Treesitter syntax highlighting
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- Keymaps for common LSP and DAP actions
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- Optional C# support with dotnet, csharp-ls/OmniSharp, and netcoredbg
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- Autoformatting `.gd` files with `gdformat`
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See |godotdev-quickstart| for a quick start guide.
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@@ -29,6 +30,9 @@ Quickstart *godotdev-quickstart*
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- See |godotdev-keymaps| for full list
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6. Start debugging with DAP (Launch scene configuration)
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7. Optional: Enable C# support by passing `csharp=true` to setup
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8. Optional: Automatically start Neovim editor server on setup
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- `require("godotdev").setup({ autostart_editor_server = true })`
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9. Run `:checkhealth godotdev` at any time to verify plugin, LSP, debug server, and C# dependencies
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==============================================================================
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Configuration *godotdev-configuration*
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@@ -40,6 +44,7 @@ Example setup:
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editor_port = 6005, -- LSP port
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debug_port = 6006, -- DAP port
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csharp = true, -- enable C# support
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autostart_editor_server = true, -- optional, start server automatically
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})
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Recommended Godot editor settings for external Neovim integration:
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@@ -105,13 +110,37 @@ DAP:
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- F12 → Step out
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- <leader>db → Toggle breakpoint
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- <leader>dB → Conditional breakpoint
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DAP UI:
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- <leader>du → Toggle UI
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- <leader>dr → Open REPL
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==============================================================================
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Reconnect LSP *godotdev-reconnect*
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If the LSP disconnects or you opened a script before Neovim, run:
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:GodotReconnectLSP
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Reconnects **all buffers** for GDScript, GDShader, and GDResource files.
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==============================================================================
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Editor server *godotdev-editor-server*
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You can manually start the Neovim editor server for Godot:
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:GodotStartEditorServer
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Or automatically on plugin setup:
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require("godotdev").setup({ autostart_editor_server = true })
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This ensures Godot can communicate with Neovim as an external editor.
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==============================================================================
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Health checks *godotdev-checkhealth*
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Use `:checkhealth godotdev` to verify:
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Use `:checkhealth godotdev` to verify and troubleshoot:
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Dependencies:
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- nvim-lspconfig
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@@ -129,28 +158,24 @@ Optional C# support:
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- C# LSP server (csharp-ls or OmniSharp)
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- netcoredbg debugger
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Optional formatter:
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- gdformat (for autoformatting `.gd` files)
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==============================================================================
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INDENTATION *godotdev-indent*
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Autoformat / Indentation *godotdev-indent*
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Godot (both GDScript and C#) expects **spaces, 4 per indent**.
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If you use tabs, the LSP often reports this diagnostic:
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Godot expects **spaces, 4 per indent** (for both GDScript and C#).
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The plugin automatically sets buffer options on `.gd` files.
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Used tab character for indentation instead of space as used before in the file. [-1] [-1]
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Additionally, `.gd` files are autoformatted on save using `gdformat` (if installed).
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Check notifications for warnings if `gdformat` is missing.
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To fix this, you should use an `.editorconfig` file. Godot, Neovim
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(via editorconfig plugins), VSCode, and Rider all respect this.
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For more info on indentation: `:help godotdev-indent`
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Example `.editorconfig`:
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==============================================================================
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Hide Godot files in explorers *godotdev-hidefiles*
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[*.gd]
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indent_style = space
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indent_size = 4
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[*.cs]
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indent_style = space
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indent_size = 4
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See also: `:checkhealth godotdev`
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See [Hide Godot related files in file explorers](hide-files-in-file-explorers.md)
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==============================================================================
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License *godotdev-license*
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