Open innateessence opened 1 month ago
Thank you really much for the input, doing changes to the gdlint_path
is what I scare most about my addon, because it's essential.
But I think the best way to handle this is to provide an additional setting in the options, like we have them already for the ignores. When the path to gdlint is provided there, the addon will use this path instead of the automatic detection.
I'm not really a fan of hard coding paths to the user file system nor having them directly in the project settings, not just only for source control reasons.
Until I implement this I'll wait for Godot 4.3
It looks like this expects
gdlint
to be available viaPATH
by default, which isn't always the case. And it's generally bad practice to do global pip installs, Although this doesn't matter as much on Windows from my PoV. (Because Windows doesn't rely on Python for anything, where MacOS and Linux do)This isn't taking into account someone having godot tooling isolated to a specific virtualenv.
I think it'd be ideal if one wouldn't need to edit the source code in order to allow this to work with virtualenvs.
I think it'd best to be able to optionally provide
GDLINT_PATH
from theplugin.cfg
file Or an optionalVIRTUALENV_DIR
that would point to/Users/jack/.virtualenvs/godot
in my case and essentially have the same effect as my hard-coded changes:NOTE: The only thing I changed is the
GDLINT_PATH
NOTE: My version ofgdLinter.gd
appears to be outdated, was going to submit a PR before I realized this