Improve Godot run commands with scene picking and script-aware scene resolution#29
Merged
Mathijs-Bakker merged 3 commits intomasterfrom Apr 1, 2026
Merged
Improve Godot run commands with scene picking and script-aware scene resolution#29Mathijs-Bakker merged 3 commits intomasterfrom
Mathijs-Bakker merged 3 commits intomasterfrom
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Summary
This PR expands the plugin’s non-DAP run workflow so Godot projects and scenes can be launched directly from Neovim.
It adds run commands for projects and scenes, optional Telescope-based scene picking, and improves
:GodotRunCurrentSceneso it also works from.gdand.csbuffers when those scripts are attached to a scene.Changes
:GodotRunProject:GodotRunCurrentScene:GodotRunScene {path}:GodotRunScenePicker:GodotRunCurrentScenework from:.tscn buffers.gd buffers attached to a scene.cs buffers attached to a scene:GodotRunScenePickerrequires Telescope.tscn.gd/.csWhy
Opening a
.tscndirectly in Neovim is not the common workflow in Godot projects. Most of the time, users are editing a script attached to a scene, so:GodotRunCurrentSceneneeds to work from the current script buffer to be practical.Testing
nvim --headless -u NONE -c "luafile tests/run.lua" -c "qa!"Related
Closes #28