diff --git a/README.md b/README.md index b48c48c..3a0141a 100644 --- a/README.md +++ b/README.md @@ -9,21 +9,19 @@ Godot 3.2 or later. - [Features](#features) - [Download](#download) - [Commands](#commands) -- [Configuration](#configuration) - - [Godot Editor](#godot-editor) - - [VS Code](#vs-code) -- [GDScript Debugger](#gdscript-debugger) - - [*Configurations*](#configurations) - - [Issues and contributions](#issues-and-contributions) +- [Configuration](#configuration) - [Godot Editor](#godot-editor) - [VS Code](#vs-code) +- [GDScript Debugger](#gdscript-debugger) - [_Configurations_](#configurations) + - [Issues and contributions](#issues-and-contributions) - [Contributing](#contributing) - - [FAQ](#faq) - - [Why does it fail to connect to the language server?](#why-does-it-fail-to-connect-to-the-language-server) - - [Why isn't IntelliSense displaying script members?](#why-isnt-intellisense-displaying-script-members) - + - [FAQ](#faq) + - [Why does it fail to connect to the language server?](#why-does-it-fail-to-connect-to-the-language-server) + - [Why isn't IntelliSense displaying script members?](#why-isnt-intellisense-displaying-script-members) + - [I'm using Linux and the drag + shift drop isn't working. Why?](#im-using-linux-and-the-drag--shift-drop-isnt-working-why) # Features (**bold items** are new in Godot Tools `v2.0.0`) + - **ALL FEATURES FULLY SUPPORT GODOT 4** - GDScript (`.gd`) language features: - syntax highlighting @@ -92,12 +90,12 @@ You can set VS Code as your default script editor for Godot by following these s 1. Open the **Editor Settings** 2. Select **Text Editor > External** -3. Check **Use External Editor** +3. Check **Use External Editor** 4. Fill **Exec Path** with the path to your VS Code executable - * On macOS, this executable is typically located at: `/Applications/Visual Studio Code.app/Contents/MacOS/Electron` + - On macOS, this executable is typically located at: `/Applications/Visual Studio Code.app/Contents/MacOS/Electron` 5. Fill **Exec Flags** with `{project} --goto {file}:{line}:{col}` -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: +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: - **Editor Settings > Text Editor > Behavior > Files > Auto Reload Scripts on External Change** - **Editor Settings > Interface > Editor > Save on Focus Loss** @@ -113,7 +111,7 @@ You can use the following settings to configure Godot Tools: The path to the Godot editor executable. _Under Mac OS, this is the executable inside of Godot.app._ - `godotTools.lsp.headless` - + 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. # GDScript Debugger @@ -132,9 +130,10 @@ To configure the GDScript debugger: 5. Change any relevant settings. 6. Press F5 to launch. -### *Configurations* +### _Configurations_ Minimal: + ```json { "name": "Launch", @@ -144,6 +143,7 @@ Minimal: ``` Everything: + ```json { "name": "Launch", @@ -173,7 +173,7 @@ Everything: Godot's command flags are documented here: https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html -*Usage* +_Usage_ - Stacktrace and variable dumps are the same as any regular debugger - The active scene tree can be refreshed with the Refresh icon in the top right. @@ -220,3 +220,9 @@ Godot has some Editor Settings that can help you if your workflow involves chang - **Editor Settings > Text Editor > Behavior > Files > Auto Reload Scripts on External Change** - **Editor Settings > Interface > Editor > Save on Focus Loss** - **Editor Settings > Interface > Editor > Import Resources When Unfocused** + +### I'm using Linux and the drag + shift drop isn't working. Why? + +Most likely you're using Wayland as display server, and there's a limitation of support in VS Code. Try +running `code` through the terminal in the project directory with the flag `--ozone-platform=x11`. +This will force VS Code to run through XWayland, where it works.