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Added GDScript Lexer support for %
and $
symbols consistent with Godot Engine
#146
Conversation
$
consistent with Godot Engine
Changes should include test cases that exercise those changes. For this pull request, an example of The 3rd column of For |
Should Transitioning to new style if a character after
|
I hadn't read the documentation before and it calls the bit after
|
so far i've renamed |
$
consistent with Godot Engine%
and $
symbols consistent with Godot Engine
|
I think i am done with it for now, let me know if anything needs changes. |
To be compatible with all Unicode characters, |
Squashed and committed. |
And now i've made even more changes, to remove all of those |
Included in version 5.2.4. |
I'm importing Lexilla 5.2.6 for Geany and I'm a little confused. The NodePath syntax merged here seems to be different from the Godot documentation (which uses What's correct now? |
It seems In godot editor So i guess both are correct but |
I don't know Godot at all so I have to trust you on that. Will you open a follow-up PR? Regarding Do we even support multiple language versions or just 4? |
Fixes #145
Image uses notepad++ with those changes, appears to be consistent with Godot Engine