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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

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="Test DAP project godot4"
run/main_scene="res://ScopeVars.tscn"
config/features=PackedStringArray("4.3", "Forward Plus")
[autoload]
GlobalScript="*res://GlobalScript.gd"