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Adds GDScript, Godot resource and shader file types with tree-sitter highlighting, the GDScript language server over TCP (a headless Godot editor started on demand), "Godot Project" / current-scene run configurations, and debugging through Godot's debug adapter. Breakpoints set through symlinked paths (/tmp, /var on macOS) were reported verified but never hit; the adapter now sends resolved paths and maps stack frames back to the paths the IDE opened. The duplicate exit event Godot sends after disconnect is ignored. Fixes #68 Claude-Session: https://claude.ai/code/session_01VUYsdXA2nkF5v6zsC93dpn
27 lines
1.2 KiB
TOML
27 lines
1.2 KiB
TOML
id = "gdscript"
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name = "GDScript"
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extensions = ["gd"]
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line-comment = "#"
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# Godot's default (Editor Settings › Text Editor › Behavior › Indent › Type).
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indent = { tab-size = 4, insert-spaces = false }
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tree-sitter = "gdscript"
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# The language server runs inside the Godot editor and speaks LSP over TCP only:
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# connect to an open editor, else start a headless editor for the project on a free port.
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[[language-servers]]
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name = "godot"
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command = "godot"
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args = ["--headless", "--editor", "--path", "${root}", "--lsp-port", "${port}"]
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connect = "127.0.0.1:6005"
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root-markers = ["project.godot"]
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install-hint = "Open the project in the Godot editor, or install Godot 4 and set the Godot executable in Settings › Languages & Frameworks › Language Servers › godot"
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# Godot's debug adapter also lives in the editor (DAP over TCP, port 6006).
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[debugger]
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adapter = "godot"
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command = "godot"
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args = ["--headless", "--editor", "--path", "${root}", "--dap-port", "${port}"]
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transport = "tcp"
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connect = "127.0.0.1:6006"
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install-hint = "Open the project in the Godot editor, or install Godot 4 and set the Godot executable in Settings › Languages & Frameworks › Language Servers › godot"
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