Raul Santos
Raul Santos
I don't see how these specific changes are related to that merge, unless you mean that Godot 4.0 will be unusable due to the many things that were commented out...
Seems like this would be resolved by https://github.com/open-vsx/publish-extensions/pull/565
There are some changes in 4.0 that break the extension, so this issue is probably a duplicate of #38. But since for Godot 4.0 we plan to move to .NET...
About the logs, you can find them in `~/.vscode/extensions/neikeq.godot-csharp-vscode-0.2.1/dist/GodotDebugSession/GodotDebugSession.log` and there may be some more detailed information there. You may want to launch Godot with the `--verbose` flag as well....
I'll assume you are using Godot 3.x because 4.0 is not released yet and therefore not supported but if you can provide the exact version that'd be great. About the...
This extension was developed for Godot 3.x. It's likely that Godot 4.0's breaking changes made it incompatible with this extension and needs to be updated to support it. I don't...
Just want to clarify that it should be opening the main scene, not the currently open the scene. There could be a number of things changed in 4.0 that broke...
Those settings are provided by the [C# extension](https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csharp). The `godot-csharp-vscode` extension does not provide autocomplete for C# (only for Node paths, Input actions, Resource paths, Scene paths and Signal names)....
Sounds like a duplicate of #11 The `PlayInEditor` configuration currently does not show the output, but `Launch` should work.
This part of the documentation is still outdated, I have an open PR (see https://github.com/godotengine/godot/pull/64930) to fix this but it's still a draft pending some changes to `Callable`. For now,...