LSP: Add godot to known language ids

This commit is contained in:
HolonProduction 2026-01-31 13:21:24 +01:00
parent d48f9d45e2
commit 9c72dafbe6

View file

@ -695,10 +695,12 @@ struct TextDocumentItem {
version = p_dict["version"];
text = p_dict["text"];
// Clients should use "gdscript" as language id, but we can't enforce it. The Rider integration
// in particular uses "gd" at the time of writing. We normalize the id to make it easier to work with.
// Clients should use "gdscript" as language id, but we can't enforce it.
// We normalize some known ids to make them easier to work with:
// Rider < 2026.1: "gd"
// Kate: "godot"
String rawLanguageId = p_dict["languageId"];
if (rawLanguageId == "gdscript" || rawLanguageId == "gd") {
if (rawLanguageId == "gdscript" || rawLanguageId == "gd" || rawLanguageId == "godot") {
languageId = LanguageId::GDSCRIPT;
} else {
languageId = LanguageId::OTHER;