Not sure the priority of this, but if you add "yarn" to the "Text File Extensions" setting in EditorSettings, you can go to File > Open from the Script panel and open a yarn file. It would be interesting to try to have syntax highlighting in the Godot Editor. However personally I think the best experience will probably still be using the VS Code extension.
https://docs.godotengine.org/en/stable/classes/class_codehighlighter.html
Depending on the implementation, it might make sense to make the CodeHighlighter its own plugin.
Not sure the priority of this, but if you add "yarn" to the "Text File Extensions" setting in EditorSettings, you can go to File > Open from the Script panel and open a yarn file. It would be interesting to try to have syntax highlighting in the Godot Editor. However personally I think the best experience will probably still be using the VS Code extension.
https://docs.godotengine.org/en/stable/classes/class_codehighlighter.html
Depending on the implementation, it might make sense to make the CodeHighlighter its own plugin.