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I love your work, thanks a lot! It brings a lot of efficiency and joy into my everyday life.
I'm submitting a...
Bug report.
Feature request.
Feature request
Describe the problem you're trying to solve.
Improve the development workflow.
Tell us which solutions you've explored, the solution you would pick, and why you think it would be the best for everyone.
It'd be really great if the game can be launched, restarted or stopped from within Zed. I find myself constantly switching between Zed and Godot only to run the game.
I don't know what's possible in terms of communicating or if Godot even offers an API for that. My inspiration was the editor: restart language server command that seems to be able to tell Godot to restart the LSP. Maybe it could tell it other things, too! ;-)
BONUS if it'd also work for EditorScripts.
Other
Other information
The text was updated successfully, but these errors were encountered:
That'll be good to have, definitely! Currently I don't think Zed offers too many tools for plugin developers. For this, you need an API on Zed's side to run a command in the terminal, keep track of if the program stays alive, and kill the running program from Zed. It's all technically possible in Godot but as far as I know not possible yet on Zed's side.
I love your work, thanks a lot! It brings a lot of efficiency and joy into my everyday life.
I'm submitting a...
Feature request
Describe the problem you're trying to solve.
Improve the development workflow.
Tell us which solutions you've explored, the solution you would pick, and why you think it would be the best for everyone.
It'd be really great if the game can be launched, restarted or stopped from within Zed. I find myself constantly switching between Zed and Godot only to run the game.
I don't know what's possible in terms of communicating or if Godot even offers an API for that. My inspiration was the
editor: restart language server
command that seems to be able to tell Godot to restart the LSP. Maybe it could tell it other things, too! ;-)BONUS if it'd also work for EditorScripts.
Other
Other information
The text was updated successfully, but these errors were encountered: