Merge 1.5.0 to main v2 - #1589
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Adds first-class Godot project indexing for CodeGraph, covering GDScript scripts and Godot scene/resource (.tscn/.tres) files: - GDScript: classes, methods, variables, constants, signals, exports, annotations, preload/load references, node lookups - Scenes/resources: scene components as graph nodes, ExtResource/SubResource ids, attached scripts, instanced scenes, signal connections - Resolution: res:// paths, $/% node paths, get_node/find_child lookups, dynamic node-name constants, scene instance callers - Agent instructions updated for Godot symbol queries Co-authored-by: KirisamaMarisa <52296315+KirisamaMarisa@users.noreply.github.com>
- Fix references to 'normalizedSymbol' -> 'symbol' (PR code leaked into HEAD path) - Fix references to 'referencePath' -> 'ref.referenceName' (PR code leaked into HEAD path) - Remove unused normalizePathReference function - Fix test assertions to match HEAD output format (StatusIconTemplate not _template)
…Name refs, preload/load resolution, call()/call_deferred(), tween paths, @tool metadata
…ath edges, add_to_group/remove_from_group, uid:// parsing, scene inheritance edges, codegraph_references tool, LimboAI detection
Godot dynamic patterns
Symbols/scopes/signatures from the vendored grammar; Godot reference passes (node paths, signal wiring, Callable targets, const-string propagation) ported line-scans preserving the previous output contract. Not yet routed — wiring lands in the next commit.
Register the declarative extractor in EXTRACTORS, treat gdscript as a vendored GrammarLanguage (ABI-14 wasm), and drop the custom-extractor routing branch. godot_resource (.tscn/.tres) keeps its custom extractor.
…er classes New AST-only capabilities: static flags, lambda bodies produce no symbol nodes while their calls still resolve, enum_member nodes (additive), and no symbol extraction from code-like text inside strings.
- descend into unclaimed compound statements (locals nested in if/for/match bodies were dropped; beehave -727 variables) - constructor_definition: func _init() parsed as its own node type — extract as method '_init' (121 files missed it) - funcs in scripts without class_name/extends keep kind 'function' - emit extends targets only from the AST walk; the line-pass regex double-counted every extends (+160) - inline 'class_name X extends Y': extends nests inside class_name_statement — emit from the root scan
Superseded by the tree-sitter declarative extractor. Parity proven on beehave (322 .gd) and dialogic (270 .gd): node/edge counts within ±0.4%, references identical, +enum_member coverage, and the old extractor's phantom-method false positives inside code-template strings are gone.
[autoload] entries in project.godot now emit marker components whose signature carries the script's res:// path. The Godot framework resolver maps bare global receivers (GameState.reset()) onto the script's class or same-name method; methods that don't exist there stay unresolved (silent beats wrong).
Three dynamic-dispatch channels so Godot flows connect end-to-end:
- class → _ready/_process/_input/... synthesized calls edges (engine
virtuals have no static caller anywhere)
- has_method("x") joins call()/Callable() in the string-dispatch family
- .tscn [connection] wiring now carries the to-node's script path and a
synthesizer links button press → handler method across files (unique
candidate only — silent beats wrong)
Gdscript tree sitter
# Conflicts: # .cursor/rules/codegraph.mdc # .gitignore # README.md # __tests__/extraction.test.ts # __tests__/frameworks-integration.test.ts # __tests__/mcp-tool-allowlist.test.ts # __tests__/resolution.test.ts # src/extraction/grammars.ts # src/extraction/languages/index.ts # src/mcp/server-instructions.ts # src/mcp/tools.ts # src/resolution/callback-synthesizer.ts # src/resolution/frameworks/index.ts # src/resolution/name-matcher.ts # src/types.ts
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