diff --git a/.gitignore b/.gitignore index b4d5a97..61dd606 100644 --- a/.gitignore +++ b/.gitignore @@ -16,7 +16,7 @@ !.vscode/extensions.json .idea .DS_Store - +.internal-docs # Misc .DS_Store diff --git a/docs/getting-started/add-existing-project.md b/docs/getting-started/add-existing-project.md index 6caadd1..470ba44 100644 --- a/docs/getting-started/add-existing-project.md +++ b/docs/getting-started/add-existing-project.md @@ -8,12 +8,22 @@ tags: - project-import - godot-project-setup --- + # Add an Existing Project If you already have a Godot project, you can bring it into **Godot Launcher** instead of starting fresh. Click **Add** in the `Projects` screen and select the folder containing your project’s `project.godot` file. -Once added, your project will appear in the **Projects** section, ready to launch with the most compatible installed Godot Editor. +Once added, your project appears in the **Projects** section, ready to launch with the most compatible installed Godot Editor. + +:::info +Since v1.6.0 during import the launcher also: + +- Regenerates per-project Godot editor settings to match the detected version. +- Updates VSCode workspace Settings files and sets the editor to use VSCode as external editor when the `.vscode` folder exists +- Flags whether the project already contains Git (`.git` folder) or VS Code metadata so badges display immediately. + +::: :::important The launcher does **not** move or copy your project files. It simply links to your existing folder and sets up the required editor settings. @@ -30,17 +40,19 @@ When importing an existing project, Godot Launcher chooses an editor release usi The launcher first looks for an installed editor that matches the project’s Godot major version (for example, 3.x or 4.x). If you have not installed any yet, see [Installing an Editor](/getting-started/install-editor). -2. **Check for Mono / .NET projects** - - If the project folder contains sibling `.csproj` or `.sln` files, the launcher assumes the project requires a Mono/.NET editor. +2. **Check for Mono / .NET projects** + + - If the project folder contains sibling `.csproj` or `.sln` files, the launcher assumes the project requires a Mono/.NET editor. - In that case, only installed **Mono builds** are considered valid. -3. **Fallback behavior** - - If no C# project files are found, the launcher can use either a standard or a Mono build. - - If there is no exact match, it falls back to the **best available stable release** for that major version. - - If the only option is a Mono build, it will be used even for GDScript projects. +3. **Fallback behavior** + +- If no C# project files are found, the launcher can use either a standard or a Mono build. +- If there is no exact match, it falls back to the **best available stable release** for that major version. +- If the only option is a Mono build, it will be used even for GDScript projects. -4. **When the launcher refuses to open** - - If a project does contain `.csproj` files but there is no matching Mono/.NET editor installed, the launcher will **not** fall back to a GDScript build. +4. **When the launcher refuses to open** + - If a project does contain `.csproj` files but there is no matching Mono/.NET editor installed, the launcher will **not** fall back to a GDScript build. - Instead, it stops and shows an error or notification so you know a Mono build is required. :::warning @@ -53,11 +65,11 @@ If your project uses C#, make sure you also install a Mono/.NET release. ## Editor integrations - **Visual Studio Code** - If your project includes a `.vscode` folder, the launcher will configure Godot to use Visual Studio Code as the external editor. - See the [Visual Studio Code setup guide](/guides/vscode-setup-for-godot) for details. + If your project includes a `.vscode` folder, the launcher configures Godot to use Visual Studio Code as the external editor and offers a toggle in the project overflow menu so you can manage the integration later. + See the [Visual Studio Code setup guide](/guides/vscode-setup-for-godot) and [Project Tool Toggles](/guides/project-tool-toggles) for details. - **Git** - Adding a project does not automatically set up version control. If your project does not already use Git, you can initialize it separately. + Existing repositories are detected automatically. If your project does not already use Git, you can initialize it later from the overflow menu without reimporting. See the [Git guide](/guides/using-git-with-godot-launcher) for more details. --- @@ -73,6 +85,6 @@ Godot Launcher will start it with the selected editor version. ## Next steps -- [Create Your First Project](/getting-started/create-project) if you prefer starting new. -- [Install an Editor](/getting-started/install-editor) to ensure you always have the right versions available. +- [Create Your First Project](/getting-started/create-project) if you prefer starting new. +- [Install an Editor](/getting-started/install-editor) to ensure you always have the right versions available. - Review [Launcher Settings](/getting-started/launcher-settings) to adjust default editor locations and behavior before importing more projects. diff --git a/docs/getting-started/install-editor.mdx b/docs/getting-started/install-editor.mdx index 070b413..a61dec9 100644 --- a/docs/getting-started/install-editor.mdx +++ b/docs/getting-started/install-editor.mdx @@ -58,9 +58,15 @@ When [adding an existing project](/getting-started/add-existing-project), make s ## Managing installed editors - You can install as many versions of the Godot Editor as you need. -- To remove an editor, go to the **Installs** section, open the **more** () menu, and click the **trash icon** (Delete Release from This Device). +- To remove an editor, go to the **Installs** section, open the **overflow** () menu, and click the **trash icon** (Delete Release from This Device). - Editors are stored in the launcher’s install folder (set in [settings](/getting-started/launcher-settings)). - Removing an editor version does not delete your projects. If a project references a removed editor, it will be marked as **missing** until you install a compatible version again or select an available editor. +- The launcher revalidates installs whenever the app gains focus and on a background timer. Missing editors show a warning badge with **Retry** and **Remove** actions so you can recover or clean up quickly. + +:::info Placeholder +![Installs view showing missing editor warning with retry and remove buttons](pathname:///img/placeholder-installs-warning.webp) +Swap this placeholder for an updated Installs screenshot once the warning UI is finalized. +::: --- diff --git a/docs/getting-started/launcher-settings.md b/docs/getting-started/launcher-settings.md index c227884..ab857f4 100644 --- a/docs/getting-started/launcher-settings.md +++ b/docs/getting-started/launcher-settings.md @@ -3,7 +3,7 @@ id: launcher-settings title: Launcher Settings slug: /getting-started/launcher-settings description: "Learn how to configure the Godot Launcher using the available settings tabs, including project locations, editor installs, appearance, behavior, tools, and update preferences." -tags: +tags: - getting-started - launcher-settings --- @@ -26,9 +26,7 @@ The **Projects** tab allows you to define the default location where new Godot p :::info Changing this location only affects _new_ projects created through the launcher. -::: -:::info Adding existing projects will not move them to this location ::: @@ -93,13 +91,14 @@ The **Behavior** tab defines how the launcher behaves when launching projects or - _Minimize_: Launcher minimizes after launch. - _Close to System Tray_: Default behavior—closes to tray after project launch. - **Symlink Support** (Windows only – added in 1.4.0)
[See the guide on windows symlink support](/guides/windows-symlink) - - _Enabled_ (default: disabled): Instead of copying the Godot Editor into each project, the launcher creates a symlink to the installed Editor. This reduces disk usage, but requires the user to have **Administrator privileges** and **Developer Mode** enabled. + + - _Enabled_ (default: disabled): Instead of copying the Godot Editor into each project, the launcher creates a symlink to the installed Editor. This reduces disk usage, but requires the user to have **Administrator privileges** and **Developer Mode** enabled. - :::info - Changing this setting only affects **new projects**. Existing projects are not automatically migrated; they will switch to symlinks or copies the next time their selected release changes. [read more](/guides/windows-symlink) + Changing this setting only affects **new projects**. Existing projects are not automatically migrated; they will switch to symlinks or copies the next time their selected release changes. [read more](/guides/windows-symlink) ::: - - **Startup Preference**: + - _Start when computer starts_: Auto-starts with your system. - _Start in tray_: Starts hidden in the system tray. @@ -107,13 +106,11 @@ The **Behavior** tab defines how the launcher behaves when launching projects or Enabling "Start in tray" keeps your workspace clean and lets you access the launcher only when needed. ::: - - --- ## Tools Tab -> ![Settings - Tools Tab](/img/launcher-settings-tools-ui.webp) +![Settings - Tools Tab](/img/Godot_Launcher_1-6-0_Settings_tools_UI.webp) The **Tools** tab manages integration with development tools like Git and Visual Studio Code. @@ -124,6 +121,8 @@ The **Tools** tab manages integration with development tools like Git and Visual - Detects the installed path automatically. - Confirms installation for use with GDScript and .NET. +Introduced in 1.6.0, tool detection now uses a cached lookup so menus open instantly. Click **Rescan tools** to refresh the cache after installing or moving Git/VS Code. Any detection errors will show dialogs with suggestions on how to fix common issues (missing executables, permission problems, or misconfigured paths). + :::tip Note On Visual Studio Code If you have a non standard installation location, you can manually choose there Visual Studio Code is located. ::: diff --git a/docs/guides/change-project-editor.md b/docs/guides/change-project-editor.md index af34b64..ec94919 100644 --- a/docs/guides/change-project-editor.md +++ b/docs/guides/change-project-editor.md @@ -45,7 +45,7 @@ You can switch the editor version for any project directly from the launcher: 2. Locate your project in the **Projects** list. 3. Use the dropdown in the **Editor** column to select a different Godot version. -The launcher will update the project’s configuration and editor-specific settings accordingly. +The launcher updates the project’s configuration, editor settings, and `.vscode` workspace files (when VS Code is enabled) to match the new editor automatically. Custom Settings remain intact, and Mono projects gain the correct .NET launch configurations. --- @@ -72,22 +72,25 @@ To manually configure VS Code for C#, refer to the [official Godot documentation ## Managing Missing or Removed Editor Versions -If an editor version used by a project is uninstalled or moved, the launcher detects it and marks the version as missing. +If an editor version used by a project is uninstalled or moved, the launcher detects it and marks the version as missing. Revalidation happens when the app regains focus and on a steady background interval, keeping project status accurate without needing to restarting. When this occurs: - A warning appears in the project list. - The missing version is removed from the installed editors list. -- The project will be marked as having a **missing editor version** and cannot be launched. +- The project is marked as having a **missing editor version** and cannot be launched. -You’ll need to assign a new version before you can open the project again. +![GOdot Launcher Invalid Editor UI](/img/Godot_Launcher_1-6-0_Invalid_editor-UI.webp) + +Click **Retry** after restoring the editor folder or **Remove** to drop the broken install. Once the editor validates successfully, automation (including VS Code sync and tool badges) resumes automatically. :::warning -Missing editor versions are automatically removed from the list. Projects depending on them will show a warning and become unlaunchable until resolved. +Since 1.6.0, missing editor versions (missing on disk and not removed from the launcher) are marked as invalid in the installs list. +Projects depending on these versions will show a warning and unable to launch until resolved. ::: :::tip -To fix this, use the editor dropdown in the **Projects** list to assign an available version. +To fix this, either use the editor dropdown in the **Projects** list to assign an available version, or re install the version. ::: --- diff --git a/docs/guides/editor-settings.md b/docs/guides/editor-settings.md index fe64c03..60e36f5 100644 --- a/docs/guides/editor-settings.md +++ b/docs/guides/editor-settings.md @@ -13,7 +13,11 @@ tags: # Editor Settings Per Project -The Godot Launcher supports **per-project editor settings**, allowing each project to maintain its own editor configuration. This helps prevent cross-project conflicts and ensures a consistent development environment across different Godot versions. +The Godot Launcher supports **per-project editor settings**, allowing each project to maintain its own editor configuration. This helps prevent cross-project conflicts and ensures a consistent development environment across different Godot versions. + +:::info +Since 1.6.0, the launcher now keeps these settings in sync automatically whenever a project is imported, toggles Visual Studio Code integration, or changes editor versions. +::: ## Where Editor Settings Are Stored @@ -56,6 +60,13 @@ The launcher does **not** support resetting editor settings. If you need to rest There is no "Reset to Default" option. Always back up your current settings before making changes. ::: +## Automatic Updates and VS Code Sync + +- Adding an existing project now regenerates the required editor settings and project vscode workspace files when then `.vscode` folder is detected in the project. +- Changing the selected editor reconciles the settings file with the new Godot version (including Mono flag updates) while preserving any custom keys you have added. + +If you prefer to manage settings manually, turn off the VS Code toggle from the project overflow menu. You can always re-enable it later. The launcher will merge new keys without overwriting customizations. + ## Summary Godot Launcher isolates editor settings per project and per Godot version (major.minor). With import and export support, it’s easy to manage and share editor configurations without affecting other projects. diff --git a/docs/guides/project-tool-toggles.mdx b/docs/guides/project-tool-toggles.mdx new file mode 100644 index 0000000..95fd526 --- /dev/null +++ b/docs/guides/project-tool-toggles.mdx @@ -0,0 +1,74 @@ +--- +id: project-tool-toggles +title: "Project Tool Toggles" +description: "Enable Visual Studio Code integration or initialize Git directly from Godot Launcher project menus, with cached tool detection and status indicators." +slug: "/guides/project-tool-toggles" +tags: + - guides + - vscode + - git + - project-settings +--- +import { +EllipsisVertical, +Trash2 +} from 'lucide-react'; + + +# Project Tool Toggles + +Godot Launcher makes it easy to manage tooling per project. You can turn on **Visual Studio Code integration** or **initialize Git** straight from a project’s overflow menu - no manual setup or command line required. + +![Godot Launcher Project Overflow Menu Open](/img/Godot_Launcher_1-6-0_UI.webp) + +## Requirements + +- Visual Studio Code and/or Git must be installed on your system. +- The launcher keeps a cached record of detected tools so menus open instantly. You can refresh the cache from **Settings → Tools → Rescan tools**. +- Projects with validation issues (missing editor, invalid path) temporarily disable tooling actions until the problem is resolved. + +## Enable Visual Studio Code + +1. In the **Projects** list, click the project’s overflow menu ( three dots). +2. Toggle **Use Visual Studio Code as Text Editor**. + +When enabled the launcher: + +- Updates the Godot editor settings to use vscode as external text editor. +- Creates or merges `.vscode/settings.json` and `launch.json` (for .NET) without removing your custom keys. +- Adds VSCode icon next to the project name. + +:::info +When you disable the **Use Visual Studio Code as Text Editor**, all configuration stays, the launcher will only turn off the use external flag in the Godot editor settings for that project. +::: + +## Initialize Git + +1. Open the project overflow menu ( three dots). +2. Click **Initialize Git Repository**. + +The launcher runs `git init`, confirms the repository was created, and marks the project as using Git. +If git is not installed or the project is already using git, the **Initialize Git Repository** menu item does not show. + +:::tip +If Git initialization fails (for example, missing user name/email) the launcher shows an error dialog with next steps. + +[[See Install Git for more info]](/guides/install-git) +::: + +## Tool Badges and Indicators + +Projects that use VS Code or Git display inline badges in the Projects grid helping you spot which projects have tooling enabled at a glance. + + +## Troubleshooting + +- **Menu toggle is disabled** – The cached tool lookup cannot confirm the tool is installed, or the project failed validation. Open **Settings → Tools** and click **Rescan tools** to refresh detection. +- **VS Code opens the wrong executable** – Change the project’s editor version or rerun the toggle. Auto-sync keeps editor and project aligned whenever the editor is switched. +- **Git action missing** – The project already contains a `.git` folder, or Git is not installed. Re-run the rescan after installing Git. + +## Related Guides + +- [Visual Studio Code Setup for Godot](/guides/vscode-setup-for-godot) +- [Using Git With Godot Launcher](/guides/using-git-with-godot-launcher) +- [Project Badges and Tooltips](/project-badges) diff --git a/docs/guides/using-git-with-godot-launcher.md b/docs/guides/using-git-with-godot-launcher.md index 5d6b7d5..dc79ccc 100644 --- a/docs/guides/using-git-with-godot-launcher.md +++ b/docs/guides/using-git-with-godot-launcher.md @@ -29,7 +29,7 @@ Even if you're working solo, it's a good idea to use a Git hosting service like ## Git in Godot Launcher -Godot Launcher automatically detects Git and gives you the option to initialize the new Godot project with Git when created. +Godot Launcher automatically detects Git and gives you the option to initialize the new Godot project with Git when created. You can also initialize Git later from any project’s overflow menu, no need to visit the terminal. :::info Git is detected using this background shell command: @@ -42,7 +42,7 @@ git version 2.39.5 (Apple Git-154) ### Create a New Godot Project With Git -When Git is detected, the `New Project` UI will show an option to enable Git: +When Git is detected the `New Project` UI shows an option to enable Git: ![Godot Launcher - New Project With Git UI](/img/launcher-new-project-ui.webp) :::info @@ -58,6 +58,10 @@ git commit -m "initial commit" git branch -m main ~~~ +:::note +If you chose to add git to a project later, only `git init` is run and no commits are created +::: + This sets up your Godot project with Git and creates the first commit. It's a clean starting point that you can use later to reset your project if needed. :::warning @@ -65,6 +69,20 @@ If Git is installed but your `user.name` and `user.email` are not set, the launc No changes are lost, but you’ll need to [configure Git](#git-user-not-configured) to start using it. ::: +## Initialize Git from the Project Menu + +Existing projects can adopt Git without leaving the launcher: + +1. Open the **Projects** list and click the overflow menu beside your project. +2. Choose **Initialize Git Repository**. + +The launcher validates that Git is installed (using the cached tool check), runs `git init`, and marks the project with a Git badge. If Git is unavailable, the menu entry is disabled until you rescan tools in **Settings → Tools**. Existing repositories keep the action hidden to avoid accidental reinitialization. [learn more about settings](/getting-started/launcher-settings) + +:::note Placeholder +![Project menu highlighting the Initialize Git option](pathname:///img/placeholder-git-toggle.webp) +Replace this placeholder with the finalized overflow menu capture when ready. +::: + ### What Happens if Git Is Not Installed? If Git is not installed, Godot Launcher still creates your project, but shows a warning. Git features are disabled, and no Git repository is initialized. @@ -104,5 +122,3 @@ You can also set these values for just one project by removing `--global`. - [VS Code Setup](/guides/vscode-setup-for-godot) - [Editor Settings](/guides/editor-settings) - - diff --git a/docs/guides/vscode-setup.md b/docs/guides/vscode-setup.md index a0f2abd..bdf6f80 100644 --- a/docs/guides/vscode-setup.md +++ b/docs/guides/vscode-setup.md @@ -24,7 +24,7 @@ Download and install VS Code from the official site: ## Recommended Extensions :::success TIP -If you create a project in Godot Launcher with the "Use VS Code" option checked, these extensions are automatically recommended when you open the project in VS Code. You don’t need to install them manually. +If you create or update a project in Godot Launcher with VS Code enabled, these extensions are automatically recommended when you open the project in VS Code. You don’t need to find them manually. ::: To improve your experience when working with Godot projects, the following extensions are recommended: @@ -40,10 +40,31 @@ If you use VS Code for other types of work besides game development, it is recom To install extensions manually, open the Extensions sidebar (`Ctrl+Shift+X` or `Cmd+Shift+X` on macOS) and search by name. +## Enable VS Code from the Launcher + +Godot Launcher now exposes a project-level toggle so you can control VS Code integration at anytime, not only when creating it: + +![Godot Launcher Project Overflow Menu Open](/img/Godot_Launcher_1-6-0_UI.webp) + +1. In the **Projects** list, open a project’s overflow menu (three dots). +2. Turn on **Use Visual Studio Code as Text Editor**. + +The launcher checks and confirm VS Code is available. If the toggle is disabled, visit **Settings → Tools** and click **Rescan tools** after installing or relocating VS Code. + +When enabled, the launcher: + +- Updates the Godot editor settings to use vscode as external text editor. +- Creates or merges `.vscode/settings.json` and `launch.json` (for .NET) without removing your custom keys. +- Adds VSCode icon next to the project name. + + +Toggle the option off to stop using vscode as your external text editor for that project. + + ## Setting Up Godot Integration :::success TIP -Godot Launcher automatically sets up the integration between the Godot editor and VS Code when you create a project with the "Use VS Code" option checked. This includes configuring the Godot executable path in the Godot editor and setting up the necessary settings in VS Code. +Godot Launcher automatically sets up the integration between the Godot editor and VS Code when you create a project with the "Use VS Code" option checked or enable the project toggle later. This includes configuring the Godot executable path in the Godot editor and setting up the necessary settings in VS Code. ::: If you prefer to set up the integration manually, you can follow the instructions provided by the **Godot Tools** extension: @@ -65,7 +86,7 @@ Additionally, when running a scene from VS Code, it will automatically execute t ## Automatic Build and Launch Configuration for .NET -When using the .NET version of Godot, the Godot Launcher will automatically add the necessary build and launch configurations to your VS Code project. This ensures that you can build and debug your C# scripts seamlessly within VS Code without requiring additional setup. +When using the .NET version of Godot, the Godot Launcher will automatically add the necessary build and launch configurations to your VS Code project. This happens both when you create a project and whenever you change the editor version with the VS Code toggle enabled, ensuring you can build and debug your C# scripts seamlessly within VS Code without requiring additional setup. These configurations include: diff --git a/docs/overview.md b/docs/overview.md index 2b9d984..2d29c7e 100644 --- a/docs/overview.md +++ b/docs/overview.md @@ -19,6 +19,7 @@ Welcome to the official Godot Launcher documentation. ## Features at a Glance - **Git & VSCode Integration** – Instant Git setup and ready-to-use VSCode configurations. +- **Project Tool Toggles** – Enable Visual Studio Code integration or initialize Git from any project overflow menu. - **Godot Version Management** – Easily install, switch, and prototype with multiple Godot versions. - **Per-Project Settings** – Isolated editor configurations to avoid conflicts across projects. - **System Tray Access** – Quickly open projects with a single click from the system tray. diff --git a/docs/project-badges.md b/docs/project-badges.md deleted file mode 100644 index e7120a4..0000000 --- a/docs/project-badges.md +++ /dev/null @@ -1,77 +0,0 @@ ---- -id: project-badges -title: "Project Badges and Tooltips" -description: "Understand what each badge means in the Godot Launcher project list and how they help identify project types at a glance." -slug: "/project-badges" -tags: - - guides - - godot - - configuration - - project-settings - - dotnet - - version-control - - quality-of-life ---- - -# Project Badges and Tooltips - -**Introduced in Godot Launcher 1.2.0** - -The Godot Launcher project list displays text-based badges next to each project entry. These badges communicate configuration details at a glance and assist in identifying projects that require special attention. - -Each badge includes a tooltip that provides a short description when hovered. - - -![Project Badges UI](../static/img/godot-launcher-project-badge-ui-anim.gif) - -## Badge Types - -### `(c#)` – .NET Project Indicator - -**Condition:** Displayed when the project is using the .NET (C#) variant of the Godot editor. - -**Purpose:** Indicates that the project uses C# scripts and has a .NET Godot Editor version. - -**Tooltip:** *This is a .NET project* - -### `(pr)` – Pre-release Version Indicator - -**Condition:** Displayed when the selected Godot version is labeled as a pre-release (e.g. alpha, beta, or release candidate). - -**Purpose:** Helps identify projects running potentially unstable or experimental builds. - -**Tooltip:** *Using a pre-release Godot Editor version* - -### `(w)` – Windowed Launch Mode Indicator - -**Condition:** Displayed when the "Open Windowed" setting is enabled for the project. - -**Purpose:** Indicates that the Godot Editor will be launched with the `-w` flag, forcing windowed mode. - -**Tooltip:** *This project is opened in windowed mode* - -## Badge Placement - -Badges appear in the following locations: - -- In the **Project View** within the Godot Launcher main interface. -- Inline with each project entry. - -Tooltips are accessible by hovering over the badge. - -## Use Cases - -Badges improve workflow clarity and reduce configuration guesswork. They are especially useful when: - -- Managing mixed language environments (GDScript and C#) -- Working with experimental Godot versions - -## Related Documentation - -- [Launch Godot Project in Windowed Mode](/guides/launch-godot-project-in-windowed-mode/) -- [Managing Godot Editor Versions](/guides/change-project-editor/) -- [Download Godot Launcher](https://godotlauncher.org/download/) - ---- - -Badges are a lightweight but effective tool to communicate project-specific configurations directly from the project list. diff --git a/docs/project-badges.mdx b/docs/project-badges.mdx new file mode 100644 index 0000000..c8adad5 --- /dev/null +++ b/docs/project-badges.mdx @@ -0,0 +1,109 @@ +--- +id: project-badges +title: "Project Badges and Tooltips" +description: "Understand what each badge means in the Godot Launcher project list and how they help identify project types at a glance." +slug: "/project-badges" +tags: + - guides + - godot + - configuration + - project-settings + - dotnet + - version-control + - quality-of-life +--- + +# Project Badges and Tooltips + +import { TriangleAlert } from "lucide-react"; + +**Introduced in Godot Launcher 1.2.0** +**Updated in Godot Launcher 1.6.0** + +The Godot Launcher project list displays badges next to each project entry. These icons communicate configuration details at a glance and assist in identifying projects that require special attention. + +Each badge includes a tooltip that provides a short description when hovered. + +![Project Badges UI](/img/Godot_Launcher1-6-0_project-badges.gif) + +## Badge Types + +### `(c#)` – .NET Project Indicator + +**Condition:** Displayed when the project is using the .NET (C#) variant of the Godot editor. + +**Purpose:** Indicates that the project uses C# scripts and has a .NET Godot Editor version. + +**Tooltip:** _This is a .NET project_ + +### `(pr)` – Pre-release Version Indicator + +**Condition:** Displayed when the selected Godot version is labeled as a pre-release (e.g. alpha, beta, or release candidate). + +**Purpose:** Helps identify projects running potentially unstable or experimental builds. + +**Tooltip:** _Using a pre-release Godot Editor version_ + +### `(w)` – Windowed Launch Mode Indicator + +**Condition:** Displayed when the "Open Windowed" setting is enabled for the project. + +**Purpose:** Indicates that the Godot Editor will be launched with the `-w` flag, forcing windowed mode. + +**Tooltip:** _This project is opened in windowed mode_ + +### VS Code badge icon VS Code Badge – External Editor Integration + +**Condition:** Appears when the project has **Use Visual Studio Code as Text Editor** enabled. + +**Purpose:** Confirms that the launcher manages `.vscode` workspace files and will open VS Code for script editing. + +**Tooltip:** _VS Code integration enabled_ (localized). + +### Git badge icon Git Badge – Version Control Status + +**Condition:** Displayed when the project directory contains a Git repository or the launcher initialized Git from the overflow menu. + +**Purpose:** Signals that version control is active so collaborators can quickly spot tracked projects. + +**Tooltip:** _Git repository detected_ (localized). + +### – Missing or Invalid Editor + +**Condition:** Shows when the assigned Godot editor is missing, moved, or fails validation. + +**Purpose:** Highlights projects that cannot launch until the editor is repaired or reassigned. A matching warning appears in the Installs view with **Retry** and **Remove** actions. + +**Tooltip:** _Editor unavailable – retry or choose a new version_ (localized). + +> **Badge icons** +> The VS Code and Git badges shown above use the same artwork as the launcher UI, ensuring the documentation matches what you see in-app. + +## Badge Placement + +Badges appear in the following locations: + +- In the **Project View** within the Godot Launcher main interface. +- Inline with each project entry. + +Tooltips are accessible by hovering over the badge. + +## Use Cases + +Badges improve workflow clarity and reduce configuration guesswork. They are especially useful when: + +- Managing mixed language environments (GDScript and C#) +- Working with experimental Godot versions +- Highlighting projects that use/not use Git +- Highlighting projects that are setup to use VSCode as external editor + +## Related Documentation + +- [Launch Godot Project in Windowed Mode](/guides/launch-godot-project-in-windowed-mode/) +- [Managing Godot Editor Versions](/guides/change-project-editor/) +- [Download Godot Launcher](https://godotlauncher.org/download/) +- [Add an Existing Project](/getting-started/add-existing-project/) + +--- + +Badges are a lightweight but effective tool to communicate project-specific configurations directly from the project list. diff --git a/package-lock.json b/package-lock.json index 3e09d30..11b22f0 100644 --- a/package-lock.json +++ b/package-lock.json @@ -1,12 +1,12 @@ { "name": "launcher-docs", - "version": "1.5.0", + "version": "1.6.0", "lockfileVersion": 3, "requires": true, "packages": { "": { "name": "launcher-docs", - "version": "1.5.0", + "version": "1.6.0", "dependencies": { "@docusaurus/core": "^3.9.2", "@docusaurus/preset-classic": "^3.9.2", diff --git a/package.json b/package.json index bbd4aa3..b9f536d 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "launcher-docs", - "version": "1.5.0", + "version": "1.6.0", "private": true, "scripts": { "docusaurus": "docusaurus", diff --git a/sidebars.ts b/sidebars.ts index ef161c7..e7dc182 100644 --- a/sidebars.ts +++ b/sidebars.ts @@ -42,6 +42,7 @@ export default { "guides/using-git", "guides/install-git", "guides/vscode-setup-for-godot", + "guides/project-tool-toggles", "guides/change-project-editor", "guides/editor-settings", "project-badges", diff --git a/static/img/Godot_Launcher1-6-0_project-badges.gif b/static/img/Godot_Launcher1-6-0_project-badges.gif new file mode 100644 index 0000000..296631e Binary files /dev/null and b/static/img/Godot_Launcher1-6-0_project-badges.gif differ diff --git a/static/img/Godot_Launcher_1-6-0_Invalid_editor-UI.webp b/static/img/Godot_Launcher_1-6-0_Invalid_editor-UI.webp new file mode 100644 index 0000000..4702019 Binary files /dev/null and b/static/img/Godot_Launcher_1-6-0_Invalid_editor-UI.webp differ diff --git a/static/img/Godot_Launcher_1-6-0_Settings_tools_UI.webp b/static/img/Godot_Launcher_1-6-0_Settings_tools_UI.webp new file mode 100644 index 0000000..69687d0 Binary files /dev/null and b/static/img/Godot_Launcher_1-6-0_Settings_tools_UI.webp differ diff --git a/static/img/Godot_Launcher_1-6-0_UI.webp b/static/img/Godot_Launcher_1-6-0_UI.webp new file mode 100644 index 0000000..26d1cbc Binary files /dev/null and b/static/img/Godot_Launcher_1-6-0_UI.webp differ diff --git a/static/img/Godot_Launcher_1-6-0_UI_main.webp b/static/img/Godot_Launcher_1-6-0_UI_main.webp new file mode 100644 index 0000000..a55b677 Binary files /dev/null and b/static/img/Godot_Launcher_1-6-0_UI_main.webp differ diff --git a/static/img/Godot_Launcher_1-6-0_invalid_editor_small.webp b/static/img/Godot_Launcher_1-6-0_invalid_editor_small.webp new file mode 100644 index 0000000..c5d1339 Binary files /dev/null and b/static/img/Godot_Launcher_1-6-0_invalid_editor_small.webp differ diff --git a/static/img/Godot_Launcher_1-6-0_overflow-menu.webp b/static/img/Godot_Launcher_1-6-0_overflow-menu.webp new file mode 100644 index 0000000..b53a7ee Binary files /dev/null and b/static/img/Godot_Launcher_1-6-0_overflow-menu.webp differ diff --git a/static/img/icons/git_icon_color.svg b/static/img/icons/git_icon_color.svg new file mode 100644 index 0000000..04b36d4 --- /dev/null +++ b/static/img/icons/git_icon_color.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/static/img/icons/vscode.svg b/static/img/icons/vscode.svg new file mode 100644 index 0000000..c453e63 --- /dev/null +++ b/static/img/icons/vscode.svg @@ -0,0 +1,41 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +