10 Commits

Author SHA1 Message Date
MichaelXt
2490d0cdad Implement Godot-in-the-loop test suite and fix debugger errors (#788)
Fixes for get variables issues
1. Same reference but different variable override fix, which resulted in variables being lost
** Now different GodotVariable instances are used for different variables with same reference
** const replacement = {value: rawObject, sub_values: sub_values } as GodotVariable;
2. 'Signal' type handling crash and string representation fix
** value.sub_values()?.map
3. Empty scopes return fix
** if (this.ongoing_inspections.length === 0  && stackVars.remaining == 0)
4. Various splice from findIndex fixes (where findIndex can return -1)
5. Added variables tests
**  updated vscode types to version 1.96 to use `onDidChangeActiveStackItem` for breakpoint hit detection in tests
1 & 3 should fix https://github.com/godotengine/godot-vscode-plugin/issues/779
2025-02-10 16:56:13 -05:00
David Kincaid
f648c37353 Various Formatter Improvements (#746)
* add new style of formatter snapshot tests
* add many new test cases
* fix several open issues( #728, #624, #657, #717, #734, likely more)
2024-11-18 11:16:16 -05:00
David Kincaid
709fa1bbad Implement warnings and errors in Debug Console (#749) 2024-11-18 11:11:30 -05:00
Daelon Suzuka
e7e2d0439d Various QoL Improvements (#529)
* Updated Godot icons (and removed old ones)
* Improve "Debug Pinned Scene" command by making the pinned scene persist between VSCode sessions
* Fix scene file highlighting not working 
* Fix ScenePreview not working in Godot 3
* Add buttons for relevant actions to ScenePreview items
* Add internal document links for SubResource() and ExtResource() statements in scene files
* Add hover for SubResource() and ExtResource() statements in scene files
* Improve ability to right click -> open docs for methods of builtin types (doesn't always work)
* Add a file decorator to show the pinned debug file in the filesystem view/editor tabs
* Add item decorators to the Scene Preview to show Node attributes more clearly
* Updated readme
* Overhauled documentation viewer
* Added GDScript formatter
* Add (disabled) experimental providers for custom completions, semantic tokens, and tasks
* Lots of internal refactoring
2023-12-06 06:53:10 -08:00
Daelon Suzuka
37ea21272a Add additional launch profile (#503) 2023-10-11 11:50:10 -07:00
Francois Belair
098fb976b6 Add debugger to project
Step-in/over/out
Continue
Pause (though since Godot pausing doesn't report a breakpoint, the
  editor doesn't change, but hitting pause again will resume)
Locals, members and globals scopes for variables while broken
Scope drilling and objects-within-objects, including for Object types
Exceptions breaking to not allow continue/step-in/step/resume
Stack trace and jumping between those frames
The ability to launch a game instance to debug with or to attach to a
  debugger after the fact, a game instance pointing at the currently
  opened TSCN, or to specify a TSCN file.
Active scene tree is displayed and its nodes can be accessed in the
  Inspector
Inspector allows to browse nodes and values, and edit primitives
  (int, float, strings, bools.)
2020-04-22 22:48:03 -04:00
geequlim
ece1f3118d Checkout new GDScriptLanguageClient branch 2019-05-04 19:48:36 +08:00
arrkiin
f40f091421 Fix sourceMap functionality 2017-05-06 20:22:09 +08:00
Koivulehto
c953f7773d Fixes for gdscript syntax checking (#7)
* Fixed the typo in the folder name configrations

Now the name is configurations. All the code
referencing the folder has also been updated.

* Updated deprecated variables

* Demonstration of current diagnostics issues

All the lines that get a complaint from diagnostics are marked
with #in 0.2.2 and a short explanation whether the complaint is valid
or not.

* Enabled syntax highlighting for comments

Now comments have a different colour compared to variables. Found it
unclear which file controls syntax so edited both
GDScript.full.tmLanguage.json and GDScript.tmLanguage.json. In addition
renamed test_files directory to be clearer and started working on
diagnostic.ts to fix false positives in syntax highglighting.

* Fixed checking comments for syntax

Now comments are not checked for syntax. This was achieved by excluding
comments from being parsed. In addition made it so that syntax check no
longer complains about empty lines having wrong indentation.

* Wrong committer details on previous commits

This commit should have the correct details.

* Added a comment explaining how nextline is parsed

* Reverted changes in symbolparser.ts

Also made minor additions to test_files.
2017-02-26 11:53:35 +08:00
Geequlim
7285be21d2 Setup VSCode plugin 2016-12-11 22:45:31 +08:00