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Add information to README about Linux and Wayland support (#967)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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38
README.md
38
README.md
@@ -9,21 +9,19 @@ Godot 3.2 or later.
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- [Features](#features)
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- [Download](#download)
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- [Commands](#commands)
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- [Configuration](#configuration)
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- [Godot Editor](#godot-editor)
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- [VS Code](#vs-code)
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- [GDScript Debugger](#gdscript-debugger)
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- [*Configurations*](#configurations)
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- [Issues and contributions](#issues-and-contributions)
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- [Configuration](#configuration) - [Godot Editor](#godot-editor) - [VS Code](#vs-code)
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- [GDScript Debugger](#gdscript-debugger) - [_Configurations_](#configurations)
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- [Issues and contributions](#issues-and-contributions)
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- [Contributing](#contributing)
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- [FAQ](#faq)
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- [Why does it fail to connect to the language server?](#why-does-it-fail-to-connect-to-the-language-server)
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- [Why isn't IntelliSense displaying script members?](#why-isnt-intellisense-displaying-script-members)
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- [FAQ](#faq)
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- [Why does it fail to connect to the language server?](#why-does-it-fail-to-connect-to-the-language-server)
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- [Why isn't IntelliSense displaying script members?](#why-isnt-intellisense-displaying-script-members)
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- [I'm using Linux and the drag + shift drop isn't working. Why?](#im-using-linux-and-the-drag--shift-drop-isnt-working-why)
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# Features
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(**bold items** are new in Godot Tools `v2.0.0`)
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- **ALL FEATURES FULLY SUPPORT GODOT 4**
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- GDScript (`.gd`) language features:
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- syntax highlighting
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@@ -92,12 +90,12 @@ You can set VS Code as your default script editor for Godot by following these s
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1. Open the **Editor Settings**
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2. Select **Text Editor > External**
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3. Check **Use External Editor**
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3. Check **Use External Editor**
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4. Fill **Exec Path** with the path to your VS Code executable
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* On macOS, this executable is typically located at: `/Applications/Visual Studio Code.app/Contents/MacOS/Electron`
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- On macOS, this executable is typically located at: `/Applications/Visual Studio Code.app/Contents/MacOS/Electron`
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5. Fill **Exec Flags** with `{project} --goto {file}:{line}:{col}`
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You can make Godot seamlessly reload VSCode-edited scripts by changing some additional settings. More details about each are available when hovering over the description in the Settings window:
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You can make Godot seamlessly reload VSCode-edited scripts by changing some additional settings. More details about each are available when hovering over the description in the Settings window:
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- **Editor Settings > Text Editor > Behavior > Files > Auto Reload Scripts on External Change**
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- **Editor Settings > Interface > Editor > Save on Focus Loss**
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@@ -113,7 +111,7 @@ You can use the following settings to configure Godot Tools:
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The path to the Godot editor executable. _Under Mac OS, this is the executable inside of Godot.app._
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- `godotTools.lsp.headless`
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When using Godot >3.6 or >4.2, Headless LSP mode is available. In Headless mode, the extension will attempt to launch a windowless instance of the Godot editor to use as its Language Server.
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# GDScript Debugger
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@@ -132,9 +130,10 @@ To configure the GDScript debugger:
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5. Change any relevant settings.
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6. Press F5 to launch.
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### *Configurations*
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### _Configurations_
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Minimal:
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```json
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{
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"name": "Launch",
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@@ -144,6 +143,7 @@ Minimal:
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```
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Everything:
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```json
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{
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"name": "Launch",
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@@ -173,7 +173,7 @@ Everything:
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Godot's command flags are documented here: https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html
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*Usage*
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_Usage_
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- Stacktrace and variable dumps are the same as any regular debugger
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- The active scene tree can be refreshed with the Refresh icon in the top right.
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@@ -220,3 +220,9 @@ Godot has some Editor Settings that can help you if your workflow involves chang
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- **Editor Settings > Text Editor > Behavior > Files > Auto Reload Scripts on External Change**
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- **Editor Settings > Interface > Editor > Save on Focus Loss**
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- **Editor Settings > Interface > Editor > Import Resources When Unfocused**
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### I'm using Linux and the drag + shift drop isn't working. Why?
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Most likely you're using Wayland as display server, and there's a limitation of support in VS Code. Try
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running `code` through the terminal in the project directory with the flag `--ozone-platform=x11`.
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This will force VS Code to run through XWayland, where it works.
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