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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
10 lines
222 B
GDScript
10 lines
222 B
GDScript
extends Node2D
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@onready var node_1: Node = $node1
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@onready var node_2: Node = $node2
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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print("breakpoint::NodeVars::_ready")
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pass
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