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.
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 👇
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.
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.
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.
github.com/JetBrains/go...
here is the first v0.0.1 pre-release on github.
github.com/JetBrains/go...
here is the first v0.0.1 pre-release on github.
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).
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).
if you like to share.
if you like to share.
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)
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)
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?
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?