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Allow text_editor/external/use_external_editor to be overridden per project #9097

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sszigeti opened this issue Feb 15, 2024 · 3 comments
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@sszigeti
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sszigeti commented Feb 15, 2024

Describe the project you are working on

(Irrelevant for this proposal.)

Describe the problem or limitation you are having in your project

In my main project I use C# with Rider, but for quick prototypes I rely on GDScript (so I literally couldn't just tweak the code into the final product, in the hopes that with the takeaways learned from the prototype a proper, robust C# code can be crafted).

Currently there's no way to keep Rider for C# while edit GDScript inside Godot, so I have to manually change this in Editor Settings whenever a create a new prototype project or return to my main one.

Describe the feature / enhancement and how it helps to overcome the problem or limitation

Maybe there could be a list of supported languages in Editor Settings, and the user could pick which external editor, or the internal one should be used.

Ideally, this list could also have an override that only applies to the current project.

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

Instead of the current checkbox, a user editable list could be shown in Editor Settings.

If this enhancement will not be used often, can it be worked around with a few lines of script?

It is certainly possible to manually set the text_editor/external/use_external_editor checkbox each time a project is opened, but it's better for the lazy programmer (the best kind of programmers) if the editor itself manages this.

Is there a reason why this should be core and not an add-on in the asset library?

Selecting the code editor is a core feature that enhances UX.

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@AThousandShips
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See also (which covers this):

@Mickeon
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Mickeon commented Feb 16, 2024

I prefer the linked proposal as a catch-all solution. Unfortunate that the implementation in practice lacks in visual feedback.

@SonarBeserk
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SonarBeserk commented Oct 5, 2024

I was looking for a workaround for this exact issue. Is it possible this issue is a smaller scope than the linked proposal? It is not that the project needs to have multiple external editors so much as the C# support ideally should allow falling back to a second option such as vscode or the internal editor when no solution exists.

Godot is already tracking the existence of a solution file to not show the build button when running the mono version. The Filesystem menu already lists several options for file types as well, would supporting different editors for .gd files and .cs files be considered unusual?

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