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Add support for the GDScript language #1529
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References: * https://github.com/okamstudio/godot/wiki/gdscript * http://www.godotengine.org/ Some projects using it: * https://github.com/okamstudio/godot * https://github.com/Qwertie-/Godot-games My motivation for adding it: To disambiguate these .gd files from GAP .gd files.
The Travis build fails because the Bayesian classifier doesn't have the values for GDScript. |
Done. I thought I read somewhere that I should not commit the sample.json file, to avoid merge conflicts, hence I left it out (but I did regenerate it locally and also run the tests). |
That was probably me. |
Hm, I wonder why samples.json is in the repository at all, then -- isn't it normally "best practice" to avoid committing generated files (for multiple reasons, one of them being the wish to avoid silly merge issues)? That would require people using the linguist repo to run |
@fingolfin Good question... |
That's a great question. @tnm do you know? I don't know enough of the history on this project to say if there's a reason to have it committed. |
The Bayesian classifier needs it! |
Oops, my bad for reading this on my phone and not seeing the earlier context. FWIW I agree this flow is less-than-optimal right now. Perhaps we should just add a |
BTW this PR goes some way to improving this situation. |
Add support for the GDScript language
References:
Some projects using it:
My motivation for adding it: To disambiguate these .gd files from GAP .gd files.