Why didn't you just set the external editor options in Godot and use whatever editor you wanted?
It was a while ago, so I can't remember exactly. It was either that the option didn't exist at that point, or the pain of using the built-in editor was offset by something else, like the ability to debug or syntax highlighting or autocompletion.
Re:Godot game engine reaches 2.0
by stcredzero on Tuesday February 23, 2016 @01:22PM
(#11161025)
> if I wanted to edit text in-editor I was stuck with Godot's own one.
Yet another move the one should not copy from Smalltalk.
The main difference was that I could use VS for Unity and it had a vim plugin, but if I wanted to edit text in-editor I was stuck with Godot's own one.