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Rewrite debugger for Godot 4 support + improved maintainability (#452)
* Significantly rework the debugger to add Godot 4 support. * Simplify debugger internal message handling and shorten code paths, to enable easier maintenance in the future. * Streamline debugger configs: almost all fields are now optional, and the debugger should work out-of-the-box in a wider set of situations. * Add guardrails, error handling, and input prompts to help guide the user to correct usage/configuration. * Add the following commands: * godotTools.debugger.debugCurrentFile * godotTools.debugger.debugPinnedFile * godotTools.debugger.pinFile * godotTools.debugger.unpinFile * godotTools.debugger.openPinnedFile --------- Co-authored-by: RedMser <redmser.jj2@gmail.com> Co-authored-by: Zachary Gardner <30502195+ZachIsAGardner@users.noreply.github.com>
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@@ -86,7 +86,7 @@ function get_class_list(modules) {
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}
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function discover_modules() {
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const modules = []
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const modules = [];
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// a valid module is a subdir of modulesPath, and contains a subdir 'icons'
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fs.readdirSync(modulesPath, {withFileTypes:true}).forEach(mod => {
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@@ -106,7 +106,7 @@ function get_icons() {
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const modules = discover_modules();
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const classes = get_class_list(modules);
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const searchPaths = [iconsPath]
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const searchPaths = [iconsPath];
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modules.forEach(mod => {
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searchPaths.push(join(mod, 'icons'));
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});
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