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Exposing the Godot GDScript parser/analyzer/compiler in a standalone project #372

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@cryeprecision

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@cryeprecision

Hi,

I recently stumbled upon the same issue with writing a formatter/linter for GDScript that you describe in #356, i.e., we don't have any semantic information about the source code.

I thought about creating another project that includes Godot as a submodule and exposes just the GDScript parser/analyzer/compiler to build upon. Maybe even as a simple C API which would allow using the parser/analyzer/compiler from any language that supports C FFI, but I think this would mean a lot of work.

Expsing the parser/analyzer/compiler would also enable the creation of standalone tools similar to Golangs gofmt and go vet.

What do you think about this?

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