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* Updated Godot icons (and removed old ones) * Improve "Debug Pinned Scene" command by making the pinned scene persist between VSCode sessions * Fix scene file highlighting not working * Fix ScenePreview not working in Godot 3 * Add buttons for relevant actions to ScenePreview items * Add internal document links for SubResource() and ExtResource() statements in scene files * Add hover for SubResource() and ExtResource() statements in scene files * Improve ability to right click -> open docs for methods of builtin types (doesn't always work) * Add a file decorator to show the pinned debug file in the filesystem view/editor tabs * Add item decorators to the Scene Preview to show Node attributes more clearly * Updated readme * Overhauled documentation viewer * Added GDScript formatter * Add (disabled) experimental providers for custom completions, semantic tokens, and tasks * Lots of internal refactoring
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out | ||
node_modules | ||
server | ||
publish/*.vsix | ||
test | ||
*.vsix | ||
configurations/tmp.txt | ||
configurations/test.py | ||
.vscode-test | ||
workspace.code-workspace |
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const { defineConfig } = require('@vscode/test-cli'); | ||
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module.exports = defineConfig( | ||
{ | ||
// version: '1.84.0', | ||
label: 'unitTests', | ||
files: 'out/**/*.test.js', | ||
} | ||
); |
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# Contributing | ||
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### Building from source | ||
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#### Requirements | ||
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- [npm](https://www.npmjs.com/get-npm) | ||
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#### Process | ||
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1. Open a command prompt/terminal and browse to the location of this repository on your local filesystem. | ||
2. Download dependencies by using the command `npm install` | ||
3. When done, package a VSIX file by using the command `npm run package`. | ||
4. Install it by opening Visual Studio Code, opening the Extensions tab, clicking on the More actions (**...**) button in the top right, and choose **Install from VSIX...** and find the compiled VSIX file. | ||
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When developing for the extension, you can open this project in Visual Studio Code and debug the extension by using the **Run Extension** launch configuration instead of going through steps 3 and 4. It will launch a new instance of Visual Studio Code that has the extension running. You can then open a Godot project folder and debug the extension or GDScript debugger. | ||
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Additionally, if you create a `workspace.code-workspace` file, you can use the **Run Extension with workspace file** launch configuration to quickly change what folder your Extension Host is running in, and quickly change the settings passed to the debug environment | ||
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An example `workspace.code-workspace` file: | ||
```jsonc | ||
{ | ||
"folders": [ | ||
{ | ||
// "path": "." | ||
"path": "P:/project1" | ||
// "path": "P:/project2" | ||
// "path": "P:/folder/project3" | ||
} | ||
], | ||
"settings": { | ||
"godotTools.editorPath.godot3": "godot3.dev.exe", | ||
"godotTools.editorPath.godot4": "godot4.dev.exe", | ||
// "godotTools.editorPath.godot4": "godot4.custom.exe" | ||
// "godotTools.editorPath.godot4": "Godot_v4.1.1-stable_win64.exe", | ||
"godotTools.lsp.headless": false | ||
} | ||
} | ||
``` |
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{ | ||
"comments": { | ||
"lineComment": ";" | ||
}, | ||
"brackets": [ | ||
["(", ")"], | ||
["[", "]"], | ||
["{", "}"] | ||
], | ||
"autoClosingPairs": [ | ||
["'", "'"], | ||
["\"", "\""], | ||
["(", ")"], | ||
["[", "]"], | ||
["{", "}"] | ||
], | ||
"surroundingPairs": [ | ||
["'", "'"], | ||
["\"", "\""], | ||
["(", ")"], | ||
["[", "]"], | ||
["{", "}"] | ||
] | ||
} |
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