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Project Status

GDCC is currently in an early alpha stage. Do not use it in production.

  • 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 / while control flow with break and continue.
  • 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 void calls.
  • 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.
  • 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-level static 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 as vector.x where supported.
  • Broad Godot runtime conversion compatibility is still incomplete, including several widened key, index, and numeric conversion cases.