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Add README and fix package manifest
Publisher name in the manifest needs to match the actual name of the account that publishes the package.
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<?xml version="1.0" encoding="utf-8"?>
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<PackageManifest Version="2.0.0" xmlns="http://schemas.microsoft.com/developer/vsx-schema/2011" xmlns:d="http://schemas.microsoft.com/developer/vsx-schema-design/2011">
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<Metadata>
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<Identity Id="Godot.Addin" Version="1.0" Language="en-US" Publisher="Godot Engine" />
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<Identity Id="Godot.Addin" Version="1.0" Language="en-US" Publisher="Ignacio Roldán Etcheverry" />
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<DisplayName>Godot Addin</DisplayName>
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<Description xml:space="preserve">Support for Godot Engine C# projects, including debugging and extended code completion.</Description>
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<License>LICENSE.txt</License>
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<Tags>Godot</Tags>
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</Metadata>
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<Installation>
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<InstallationTarget Version="[16.0,)" Id="Microsoft.VisualStudio.Community" />
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<InstallationTarget Version="[16.0,17.0)" Id="Microsoft.VisualStudio.Community" />
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</Installation>
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<Assets>
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<Asset Type="Microsoft.VisualStudio.MefComponent" d:Source="Project" d:ProjectName="GodotCompletionProviders" Path="|GodotCompletionProviders|" />
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29
README.md
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29
README.md
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# Godot C# extension for Visual Studio
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Visual Studio extension for the Godot game engine C# projects.
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## Requirements
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**Godot 3.2.2** or greater. Older versions of Godot are not supported.
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## Features
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- Debugging.
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- Launch a game directly in the Godot editor from Visual Studio.
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- Additional code completion for Node paths, Input actions, Resource paths, Scene paths and Signal names.
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**NOTES:**
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- A running Godot instance must be editing the project in order for code completion and the `Play in Editor` debug target to work.
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- Node path suggestions are provided from the currently edited scene in the Godot editor.
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## Debug targets
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- **Play in Editor**\
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Launches the game in the Godot editor for debugging in Visual Studio.\
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For this option to work, a running Godot instance must be editing the project.
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- **Launch**\
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Launches the game with a Godot executable for debugging in Visual Studio.\
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Before using this option, the value of the _"executable"_ property must be changed
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to a path that points to the Godot executable that will be launched.
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- **Attach**\
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Attaches to a running Godot instance that was configured to listen for a debugger connection.
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