Fix debug server not closing properly, fix set breakpoints before project path is set (#183)

This commit is contained in:
Francois Belair
2020-09-08 09:56:00 -04:00
committed by GitHub
parent d3914bceaf
commit d2d7813312
7 changed files with 52 additions and 35 deletions

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@@ -21,7 +21,7 @@ experience as comfortable as possible:
- Ctrl + click on a variable or method call to jump to its definition
- Full documentation of the Godot Engine's API supported
- Run a Godot project from VS Code
- Debug your Godot project from VS Code with breakpoints, step-in/out/over, variable watch, call stack, and active scene tree
- Debug your GDScript-based Godot project from VS Code with breakpoints, step-in/out/over, variable watch, call stack, and active scene tree
![Showing the documentation on hover feature](img/godot-tools.png)
@@ -50,13 +50,15 @@ for Godot by following these steps:
You can use the following settings to configure Godot Tools:
- `editor_path` - The absolute path to the Godot editor executable.
- `editor_path` - The absolute path to the Godot editor executable. _Under Mac OS, this is the executable inside of Godot.app._
- `gdscript_lsp_server_port` - The WebSocket server port of the GDScript language server.
- `check_status` - Check the GDScript language server connection status.
#### Debugger
#### GDScript Debugger
To configure the debugger:
The debugger is for GDScript projects. To debug C# projects, use [C# Tools for Godot](https://github.com/godotengine/godot-csharp-vscode).
To configure the GDScript debugger:
1. Open the command palette:
2. `>Debug: Open launch.json`