Project Status
GDCC is currently in an early alpha stage. Do not use it in production.
Currently Supported
Section titled “Currently Supported”- Basic script structure:
class_name,extends, function declarations, and variable declarations. - Common scalar, built-in, object,
Variant,Array,Dictionary, and packed-array types. - Local variables, assignments, return typing, and ordinary
if/elif/whilecontrol flow withbreakandcontinue. - Godot-style truthiness in conditions.
- Property access and assignment on all built-in and engine object types.
- Common function, method, constructor, and global calls, including statement-position
voidcalls. - Basic container indexing for supported array, dictionary, packed-array, and typed containers.
- A few common property initializer forms.
- Code that mixes strongly typed and weakly typed variables, allowing gradual migration to GDCC.
Unsupported or Limited
Section titled “Unsupported or Limited”for,match,lambda,await, and coroutine flows.- Array and dictionary literals, ternary expressions,
assert,preload,get_node, casts, and type tests. not in, string%formatting, parameter defaults, local or class constants, and script-levelstatic var.- Path-based
extends, autoload superclass binding, global script class superclass binding, and multi-module superclass binding. - Built-in keyed access such as
vector["x"]; use property-style access such asvector.xwhere supported. - Broad Godot runtime conversion compatibility is still incomplete, including several widened key, index, and numeric conversion cases.