File LSP__add_godot_to_known_language_ids.patch of Package godot
From 9c72dafbe6443b61c5dda39b63edd261e9034989 Mon Sep 17 00:00:00 2001
From: HolonProduction <holonproduction@gmail.com>
Date: Sat, 31 Jan 2026 13:21:24 +0100
Subject: [PATCH] LSP: Add `godot` to known language ids
References: https://github.com/godotengine/godot/issues/115631
https://github.com/godotengine/godot/pull/115671
Upstream: merged
fix communication between kate and godot via lsp
can be probably dropped if included in next release
---
modules/gdscript/language_server/godot_lsp.h | 8 +++++---
1 file changed, 5 insertions(+), 3 deletions(-)
diff --git a/modules/gdscript/language_server/godot_lsp.h b/modules/gdscript/language_server/godot_lsp.h
index 31a5bdc14320..f1401efa0b53 100644
--- a/modules/gdscript/language_server/godot_lsp.h
+++ b/modules/gdscript/language_server/godot_lsp.h
@@ -695,10 +695,12 @@ struct TextDocumentItem {
version = p_dict["version"];
text = p_dict["text"];
- // Clients should use "gdscript" as language id, but we can't enforce it. The Rider integration
- // in particular uses "gd" at the time of writing. We normalize the id to make it easier to work with.
+ // Clients should use "gdscript" as language id, but we can't enforce it.
+ // We normalize some known ids to make them easier to work with:
+ // Rider < 2026.1: "gd"
+ // Kate: "godot"
String rawLanguageId = p_dict["languageId"];
- if (rawLanguageId == "gdscript" || rawLanguageId == "gd") {
+ if (rawLanguageId == "gdscript" || rawLanguageId == "gd" || rawLanguageId == "godot") {
languageId = LanguageId::GDSCRIPT;
} else {
languageId = LanguageId::OTHER;