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776a556
Add Godot language indexing support
KirisamaMarisa May 24, 2026
57b7432
Improve GDScript annotation extraction
KirisamaMarisa May 24, 2026
8fc3df8
Improve Godot scene and script graph extraction
KirisamaMarisa May 24, 2026
16937ba
Improve Godot reference and resource extraction
KirisamaMarisa May 24, 2026
5439eeb
Normalize Godot resource paths in symbol tools
KirisamaMarisa May 24, 2026
bd23e4c
Resolve Godot node path references
KirisamaMarisa May 24, 2026
36a2a79
Enhance Godot signal call extraction
KirisamaMarisa May 24, 2026
1675cbc
Extract Godot scene instance resource references
KirisamaMarisa May 24, 2026
a858dad
Add Godot resource alias references
KirisamaMarisa May 24, 2026
fa795ce
Aggregate Godot scene instance callers
KirisamaMarisa May 24, 2026
e048700
Resolve GDScript constant node paths
KirisamaMarisa May 24, 2026
d600b59
Extract GDScript dynamic node names
KirisamaMarisa May 24, 2026
6d0996b
Support GDScript formatted node names
KirisamaMarisa May 24, 2026
24b821e
Resolve GDScript node path aliases
KirisamaMarisa May 24, 2026
4d9b53d
Index GDScript node name constants
KirisamaMarisa May 24, 2026
82d49ba
Extract GDScript node lookup helpers
KirisamaMarisa May 24, 2026
0f9bc0e
Resolve GDScript node lookup wrappers
KirisamaMarisa May 24, 2026
f459ebc
Resolve GDScript node lookup aliases
KirisamaMarisa May 24, 2026
1a18449
Report resolved edge counts after indexing
KirisamaMarisa May 24, 2026
4e89228
Preserve Godot scene containment
KirisamaMarisa May 24, 2026
1fb83e9
Merge PR #364: Add Godot language and scene graph support
nazgull30 Jun 23, 2026
2edca1e
fix: resolve compilation errors in merge of PR #364
nazgull30 Jun 23, 2026
4349105
feat: add Godot dynamic pattern support — signal connections, %Unique…
nazgull30 Jul 27, 2026
3e805cf
chore: add .cate to gitignore
nazgull30 Jul 27, 2026
eb18d82
feat: add Godot signal NodeKind, @export annotations, @onready $NodeP…
nazgull30 Jul 27, 2026
899f230
Merge pull request #1 from nazgull30/godot-dynamic-patterns
nazgull30 Jul 27, 2026
a22576c
gdscript: vendor tree-sitter-gdscript v6.1.0 wasm (ABI 14)
nazgull30 Aug 22, 2026
1a4681d
gdscript: add AST-driven declarative extractor (tree-sitter)
nazgull30 Aug 22, 2026
f935af3
gdscript: route .gd files through the tree-sitter pipeline
nazgull30 Aug 22, 2026
36448b7
test(gdscript): cover statics, lambdas, match arms, enum members, inn…
nazgull30 Aug 22, 2026
c7c83b7
gdscript: fix parity gaps found by real-repo diff vs old extractor
nazgull30 Aug 22, 2026
57323f6
gdscript: retire the line-regex GDScriptExtractor
nazgull30 Aug 22, 2026
4a4f223
godot: bridge autoload singletons to their scripts
nazgull30 Aug 22, 2026
bd64ae9
godot: bridge engine virtuals, has_method dispatch, scene connections
nazgull30 Aug 22, 2026
a53dfe3
docs: GDScript tree-sitter support + Godot dynamic-dispatch coverage
nazgull30 Aug 22, 2026
e627e64
Merge pull request #3 from nazgull30/gdscript-tree-sitter
nazgull30 Aug 22, 2026
289e278
Merge tag 'v1.5.0' into merge_1.5.0_to_main_v2
nazgull30 Aug 22, 2026
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2 changes: 2 additions & 0 deletions .cursor/rules/codegraph.mdc
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,8 @@ Reach for `codegraph_explore` before grep/find or Read for any **structural** qu
- **Trust codegraph results.** They come from a full AST parse. Do NOT re-verify them with grep — that's slower, less accurate, and wastes context.
- **Don't grep or Read first** to find or understand indexed code — one `codegraph_explore` returns the relevant source in a single round-trip. Reach for raw Read/Grep only to confirm a specific detail codegraph didn't cover, or for what it doesn't index (configs, docs).
- **Index lag — check the staleness banner, don't guess a wait.** When a codegraph response starts with "⚠️ Some files referenced below were edited since the last index sync…", the listed files are pending re-index — Read those specific files for accurate content. Files NOT in that banner are fresh and codegraph is authoritative for them.
- **Godot projects**: `res://...` resource paths and scene node names are valid symbols for callers/callees/impact queries.


### If `.codegraph/` doesn't exist

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2 changes: 2 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -69,6 +69,8 @@ assets/__pycache__/

assets/generate-waitlist.py

.cate

.kommandr/

# Local scratch tests (never commit)
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4 changes: 4 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,10 @@ and adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

## [Unreleased]

### New Features
- **GDScript** is now parsed with a real tree-sitter grammar: classes, methods, signals, enums with members, constants, inner classes, static functions, and lambdas — with no phantom symbols from code-like text inside strings or comments.
- Godot flows now connect end-to-end through dynamic dispatch: autoload singletons (`GameState.reset()`), engine callbacks (`_ready`, `_process`, `_input`, …), string-keyed dispatch (`call("x")`, `Callable(self, "x")`, `has_method("x")`), and scene-signal connections — a button press links to its handler method even when that handler lives in another file.


## [1.5.0] - 2026-07-21

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4 changes: 3 additions & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -273,7 +273,7 @@ CodeGraph's parsing engine is a **native Rust kernel**: 20 languages — TypeScr
| **Full-Text Search** | Find code by name instantly across your entire codebase, powered by FTS5 |
| **Impact Analysis** | Trace callers, callees, and the full impact radius of any symbol before making changes |
| **Always Fresh** | File watcher uses native OS events (FSEvents/inotify/ReadDirectoryChangesW) with debounced auto-sync — the graph stays current as you code, zero config |
| **20+ Languages** | TypeScript, JavaScript, ArkTS, Python, Go, Rust, Java, C#, VB.NET, PHP, Ruby, C, C++, CUDA, Objective-C, Metal, Swift, Kotlin, Scala, Dart, Lua, Luau, R, Nix, Erlang, CFML, COBOL, Solidity, Terraform/OpenTofu, Svelte, Vue, Astro, Liquid, Pascal/Delphi |
| **30+ Languages** | TypeScript, JavaScript, ArkTS, Python, Go, Rust, Java, C#, VB.NET, PHP, Ruby, C, C++, CUDA, Objective-C, Metal, Swift, Kotlin, Scala, Dart, Lua, Luau, R, Nix, Erlang, CFML, COBOL, Solidity, Terraform/OpenTofu, Svelte, Vue, Astro, Liquid, Pascal/Delphi, GDScript |
| **Framework-aware Routes** | Recognizes web-framework routing files and links URL patterns to their handlers across 17 frameworks |
| **Mixed iOS / React Native / Expo** | Closes cross-language flows that static parsing misses: Swift ↔ ObjC bridging, React Native legacy bridge + TurboModules + Fabric view components, native → JS event emitters, Expo Modules |
| **100% Local** | No data leaves your machine. No API keys. No external services. SQLite database only |
Expand Down Expand Up @@ -788,6 +788,8 @@ is written):
| Lua | `.lua` | Full support (functions, methods with receivers, local variables, `require` imports, call edges) |
| R | `.R` `.r` | Full support (functions in every assignment form, S4/R5/R6 classes with methods, `library`/`require` imports, `source()` file references, call edges) |
| Luau | `.luau` | Full support (everything in Lua, plus `type`/`export type` aliases, typed signatures, and Roblox instance-path `require`) |
| GDScript | `.gd` | Full support (classes, methods, signals, enums, inner classes, lambdas; Godot wiring: autoloads, engine callbacks, string-keyed dispatch, scene-signal connections) |
| Godot resources | `.tscn`, `.tres`, `project.godot` | Scene nodes with containment, script attachments, signal connections, autoload singletons |
| CFML | `.cfc`, `.cfm`, `.cfs` | Full support (tag-based `<cfcomponent>`/`<cffunction>` and bare-script `component { ... }` styles, `extends`/`implements`, embedded `<cfscript>` delegation, call edges) |
| COBOL | `.cbl`, `.cob`, `.cpy` | Full support (programs, sections/paragraphs with PERFORM/GO TO call edges, CALL 'literal' cross-program calls, COPY copybook imports — including standalone `.cpy` files — DATA DIVISION records/fields/88-levels, EXEC CICS LINK/XCTL and EXEC SQL INCLUDE targets; fixed and free format) |
| Visual Basic .NET | `.vb` | Full support (classes, Modules, interfaces, structures, enums, properties, events, `Declare` P/Invoke, `Handles`/`WithEvents`, `Inherits`/`Implements` edges, call edges through VB's call/index paren ambiguity, `As New` instantiation, interpolated strings, LINQ, Unicode identifiers) |
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