* 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
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Co-authored-by: RedMser <redmser.jj2@gmail.com>
Co-authored-by: Zachary Gardner <30502195+ZachIsAGardner@users.noreply.github.com>
Better syntax highlighting for properties. Class variables used to be unhighlighted and are now highlighted properly as `variable.other.gdscript`, properties are still highlighted as `variable.other.property.gdscript`
* binary int notation
* `_` spacers in numeric literals
* fixed several instances of incorrect case insensitivity
* @"a", &"b", ^"c", and r"d" style string literals
This pull request makes the syntax highlighting of GDScript more closely match
the built-in Godot editor's, as well as VSCode's Python syntax highlighting.
This enables Github's linguist to pick up on an up to date GDScript
grammar file and better highlight GDScript files on Github without
impacting the extension's functions.