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Add GDExtension support to Script
* Ability to create script languages from GDExtension * Some additions to gdnative_extension.h to make this happen * Moved the GDExtension binder to core This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x. Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
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@@ -85,7 +85,7 @@ public:
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String get_file_uri(const String &p_path) const;
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void publish_diagnostics(const String &p_path);
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void completion(const lsp::CompletionParams &p_params, List<ScriptCodeCompletionOption> *r_options);
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void completion(const lsp::CompletionParams &p_params, List<ScriptLanguage::CodeCompletionOption> *r_options);
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const lsp::DocumentSymbol *resolve_symbol(const lsp::TextDocumentPositionParams &p_doc_pos, const String &p_symbol_name = "", bool p_func_required = false);
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void resolve_related_symbols(const lsp::TextDocumentPositionParams &p_doc_pos, List<const lsp::DocumentSymbol *> &r_list);
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