van800
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van800.bsky.social
van800
@van800.bsky.social
Developer at JetBrains Rider, working on gamedev integrations.
Yeah, that would be nice.
I remember you shared bsky.app/profile/sand...
Or maybe any type of package manager for GDScript projects. Similar to Nuget or Unity packages.
So that referencing an addon would mean a reference instead of another editable copy inside the project.
🤓 My last cryptic post? I just figured out a way to create and run GLOBAL editor and project manager PLUGINS in #Godot!

Limitations apply, but for editor and PM enhancements it's perfectly workable. This is mostly a proof-of-concept, but may grow into something, if there is any interest 👀

Links 👇
December 8, 2025 at 12:59 PM
> Finds installed Rider instances so I don't have to enter the path to text_editor/external/exec_path
yes, exactly this.

I have ideas of other nice features, which can be added later. So I consider it not as just one feature, which adds 2 MB to the plugin, but also as a foundation for more things.
December 8, 2025 at 9:59 AM
If anyone curious to try or just to see how it is done.
github.com/JetBrains/go...
here is the first v0.0.1 pre-release on github.
Editor Plugin Build · JetBrains/godot-support@ab48872
Contribute to JetBrains/godot-support development by creating an account on GitHub.
github.com
December 7, 2025 at 8:25 PM
1. In Rider, add a plugin "Python Community"
2. Customize Python FileType in Rider settings to match `SConstruct` file
3. Make sure both your SConstruct and scons_hints.py are either in the vcxproj or in the IJ Index.
4. Enjoy!
I'll see about automating steps (2) and (3).
November 14, 2025 at 9:39 AM
We have code for searching Rider installations in Cpp, but perspective of building it in a gdextension for a set of GodotEditor versions makes me wonder of a better way.
October 28, 2025 at 2:06 PM
Just checked the problem with detecting type from the right side new() is fixed in the 2025.3 EAP.
October 21, 2025 at 5:54 AM
I can drop such code in the doc near www.jetbrains.com/help/rider/G...
if you like to share.
Godot support | JetBrains Rider
www.jetbrains.com
October 20, 2025 at 12:23 PM
I don’t see any problem with that.
Commercial work with EAP build is allowed.
www.jetbrains.com/legal/docs/t...
If you have specific concerns, please contact [email protected]
(Their advice would be more official then mine)
Early Access Program (EAP) - User Agreement
www.jetbrains.com
October 20, 2025 at 12:21 PM
Are you on the 2025.3 EAP?
I made many fixes there compared to 2025.2.
> I should write a Godot plugin to toggle external code editor from GUI.
do you mean to let it be switched on/off easier?
October 20, 2025 at 8:41 AM