Add information to README about Linux and Wayland support (#967)

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
This commit is contained in:
Andrey Ribeiro
2026-02-02 22:05:13 -03:00
committed by GitHub
parent 104148baa9
commit 53f986f131

View File

@@ -9,21 +9,19 @@ Godot 3.2 or later.
- [Features](#features) - [Features](#features)
- [Download](#download) - [Download](#download)
- [Commands](#commands) - [Commands](#commands)
- [Configuration](#configuration) - [Configuration](#configuration) - [Godot Editor](#godot-editor) - [VS Code](#vs-code)
- [Godot Editor](#godot-editor) - [GDScript Debugger](#gdscript-debugger) - [_Configurations_](#configurations)
- [VS Code](#vs-code) - [Issues and contributions](#issues-and-contributions)
- [GDScript Debugger](#gdscript-debugger)
- [*Configurations*](#configurations)
- [Issues and contributions](#issues-and-contributions)
- [Contributing](#contributing) - [Contributing](#contributing)
- [FAQ](#faq) - [FAQ](#faq)
- [Why does it fail to connect to the language server?](#why-does-it-fail-to-connect-to-the-language-server) - [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) - [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 # Features
(**bold items** are new in Godot Tools `v2.0.0`) (**bold items** are new in Godot Tools `v2.0.0`)
- **ALL FEATURES FULLY SUPPORT GODOT 4** - **ALL FEATURES FULLY SUPPORT GODOT 4**
- GDScript (`.gd`) language features: - GDScript (`.gd`) language features:
- syntax highlighting - 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** 1. Open the **Editor Settings**
2. Select **Text Editor > External** 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 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}` 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 > Text Editor > Behavior > Files > Auto Reload Scripts on External Change**
- **Editor Settings > Interface > Editor > Save on Focus Loss** - **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._ The path to the Godot editor executable. _Under Mac OS, this is the executable inside of Godot.app._
- `godotTools.lsp.headless` - `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. 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 # GDScript Debugger
@@ -132,9 +130,10 @@ To configure the GDScript debugger:
5. Change any relevant settings. 5. Change any relevant settings.
6. Press F5 to launch. 6. Press F5 to launch.
### *Configurations* ### _Configurations_
Minimal: Minimal:
```json ```json
{ {
"name": "Launch", "name": "Launch",
@@ -144,6 +143,7 @@ Minimal:
``` ```
Everything: Everything:
```json ```json
{ {
"name": "Launch", "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 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 - 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. - 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 > Text Editor > Behavior > Files > Auto Reload Scripts on External Change**
- **Editor Settings > Interface > Editor > Save on Focus Loss** - **Editor Settings > Interface > Editor > Save on Focus Loss**
- **Editor Settings > Interface > Editor > Import Resources When Unfocused** - **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.