Some information in the GDScript documentation page was outdated (like it still treats Zed if it was a macOS exclusive app) or some details were missing. - The `zed-gdscript` URL has been updated with the new owner. - Pre-requisites added (with netcat included). - Godot installation steps removed, it's now listed in the pre-requisites. - Setup steps simplified and reworded. The note at the bottom was removed as I didn't see the issue in my end. Release Notes: - N/A
27 lines
1.2 KiB
Markdown
27 lines
1.2 KiB
Markdown
# GDScript
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Godot [GDScript](https://gdscript.com/) language support in Zed is provided by the community-maintained [GDScript extension](https://github.com/GDQuest/zed-gdscript).
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Report issues to: [https://github.com/GDQuest/zed-gdscript/issues](https://github.com/GDQuest/zed-gdscript/issues)
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- Tree-sitter: [PrestonKnopp/tree-sitter-gdscript](https://github.com/PrestonKnopp/tree-sitter-gdscript) and [PrestonKnopp/tree-sitter-godot-resource](https://github.com/PrestonKnopp/tree-sitter-godot-resource)
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- Language Server: [gdscript-language-server](https://github.com/godotengine/godot)
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## Pre-requisites
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You will need:
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- [Godot](https://godotengine.org/download/).
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- netcat (`nc` or `ncat`) on your system PATH.
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## Setup
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1. Inside your Godot editor, open Editor Settings, look for `Text Editor -> External` and set the following options:
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- Exec Path: `/path/to/zed`
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- Exec Flags: `{project} {file}:{line}:{col}`
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- Use External Editor: "✅ On"
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2. Open any \*.gd file through Godot and Zed will launch.
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## Usage
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When Godot is running, the GDScript extension will connect to the language server provided by the Godot runtime and will provide `jump to definition`, hover states when you hold Ctrl/cmd and other language server features.
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