Hacktoberfest 2026: los issues que los mantenedores marcaron para octubre, abiertos y aptos para principiantes. Explorar issues de Hacktoberfest

Feature request: add GDScript (Godot) language support

Abierto
#1,618 1 comentario 0 reacciones 0 asignados Ver en GitHub

Los mantenedores suelen responder en 1 día

Nadie ha tomado este issue todavía.

Evaluación

Dificultad
4/5
Tiempo estimado
3-5 días
Aptitud para principiantes
48/100
Tipo de issue
Nueva funcionalidad
Claridad
Bastante claro
Estado de actividad
Tranquilo
Stack tecnológico
godot, javascript, lua
Área
devtools, tooling

Línea de trabajo

Read the Supported Languages section in README.md and the registrations in extraction/languages/index.js; compare how existing language extractors are wired. The issue leaves open whether to use a native tree-sitter grammar or extend extraction/languages/lua.js, so first determine which approach fits the project. Done means .gd files are indexed and the listed GDScript symbols can be queried.

Escrito por el modelo de indexación a partir del texto del issue.

Descripción

Feature request: add GDScript (Godot) language support

Summary

GDScript — the primary scripting language for Godot Engine 4.x projects — is not currently in the list of supported languages (README.md "Supported Languages" section and extraction/languages/index.js registrations).

Why it matters

GDScript is one of the highest-popularity languages in the indie / open-source game-dev ecosystem, and Godot projects have characteristics that CodeGraph's pre-indexed model is particularly well-suited for:

  • Heavy cross-file references: Godot scenes, autoloads, and signals create a dense extends / class_name / @onready / signal graph across many .gd files. Today this requires grep + Read to reconstruct, which is exactly the workflow CodeGraph replaces.
  • Auto-sync fits the iterative gameplay-loop: CodeGraph's "index updates on every file change" model is a natural fit for the gameplay / UI iteration cycle Godot projects go through.
Concrete repro
  1. Run codegraph init in a Godot 4 project (any project with .gd files in scripts/).
  2. codegraph status reports 0 files indexed for any language matching .gd.
  3. No codegraph_explore / codegraph_query results return symbols defined in .gd files.

Expected: the 145 .gd files in a typical Godot project should appear under Files by Language, and GDScript symbols (class_name, func, signal, extends, var, @onready, preload, load) should be queryable.

Proposed approach

There are two reasonable paths; happy to send a PR either way:

A. Native tree-sitter grammar — tree-sitter-gdscript is maintained (https://github.com/PrestonKnopp/tree-sitter-gdscript) and already vendored by some tools. Mirrors how the other 27 languages in extraction/languages/ are wired.

B. Extend the existing Lua extractor — Given the recent Lua-parser work (#1616, #1617), GDScript's Lua-influenced syntax (block-by-indent, func/var declarations, extends/signal/class_name keywords layered on top) could be supported by extending extraction/languages/lua.js with a thin GDScript overlay rather than maintaining a separate extractor. Faster to land, naturally benefits from the same edge / dynamic-dispatch resolution infrastructure the Lua extractor is being improved with right now. Less accurate than a native grammar, but unblocks Godot users quickly.

Environment
  • CodeGraph v1.5.0 (/opt/homebrew/bin/codegraph via npm i -g @colbymchenry/codegraph)
  • macOS arm64
  • Test project: a Godot 4 project with ~145 .gd files and ~50 .tscn scene files

Thanks — happy to iterate on the design.

Lenguaje dominante
C
Estrellas
73.2k
Forks
4.7k
Merge medio
4 h 46 min
PR fusionados (30 d)
478

Preparar el entorno

Este proyecto no incluye contenedor de desarrollo, Dockerfile ni guía de contribución, así que la configuración corre por tu cuenta: empieza por su README y consulta nuestra guía para la primera contribución para los pasos generales.

Primeros pasos

  1. Lee el issue completo y luego la guía de contribución del proyecto.
  2. Comenta en el issue que vas a ocuparte — evita que dos personas hagan lo mismo.
  3. Haz un fork del repositorio y trabaja en una rama.
  4. Abre un pull request que haga referencia al número del issue.

Más de colbymchenry/codegraph

Todos los issues de colbymchenry/codegraph

Issues similares

Más issues de C

Recibe los nuevos issues en tu correo

Un resumen breve de issues de GitHub para principiantes.