Files
godot-vscode-plugin/test_projects/test-dap-project-godot4/.vscode/launch.json
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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{
// Use IntelliSense to learn about possible attributes.
// Hover to view descriptions of existing attributes.
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
{
"name": "GDScript: Launch ScopeVars.tscn",
"type": "godot",
"request": "launch",
"project": "${workspaceFolder}",
"scene": "ScopeVars.tscn"
// "debug_collisions": false,
// "debug_paths": false,
// "debug_navigation": false,
// "additional_options": ""
},
{
"name": "GDScript: Launch ExtensiveVars.tscn",
"type": "godot",
"request": "launch",
"project": "${workspaceFolder}",
"scene": "ExtensiveVars.tscn"
},
{
"name": "GDScript: Launch BuiltInTypes.tscn",
"type": "godot",
"request": "launch",
"project": "${workspaceFolder}",
"scene": "BuiltInTypes.tscn"
},
{
"name": "GDScript: Launch NodeVars.tscn",
"type": "godot",
"request": "launch",
"project": "${workspaceFolder}",
"scene": "NodeVars.tscn"
}
]
}