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Godot - GDScript Support DX

GDScript 4.x language support for Acode, the Android code editor — built on Acode's CodeMirror 6 engine (1.12.x+).

What it does

Turns Acode into a capable GDScript editor, entirely on-device:

  • Syntax highlighting for the full GDScript 4.x language: keywords, control flow, annotations (@export, @onready...), built-in and engine types, strings, numbers, operators, and comments (including ## doc comments).
  • Autocomplete for keywords, annotations, built-in types, common engine classes/nodes, global functions/constants, common members after ., and your own func/var/const/signal/class_name declared in the current file.
  • Snippets for common patterns and engine callbacks (_ready, _process, if, for, match...).
  • Code folding by indentation and by #region/#endregion.
  • Automatic indentation on Enter.
  • Hover tooltips on known symbols.
  • Signature help while typing a function or method call.

Get it / source code

Source code, build instructions, and releases live in the GitHub repository:

Godot - GDScript Support DX

Full documentation

This file is a short overview. For the architecture, the runtime internals, how to extend the curated data, and the full list of known limitations:

Version history: CHANGELOG.MD - English CHANGELOG_ES.MD - Español).

Have a bug or issue?

Please report it here: github.com/Repechul/Acode-Plugin---Godot-GDScript-Support-DX/issues

License

MIT Licence

About

GDScript 4.x support for Acode 1.12.x+ (CodeMirror 6 engine)

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