A 2D sidescrolling metroidvania with some platforming elements. Though this suggestion can be applied to literally any project built using Godot.
Describe the problem or limitation you are having in your project
A breakpoint must be placed on lines of code inside functions.
Placing it right on the function declaration will not work, which can be confusing to the user.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Allowing the user to stop the debugging when a breakpoint is placed on the declaration of a function will likely save the user some time figuring out why their code didn't stop when they expect it to stop.
On most IDEs the code does stop when a breakpoint is placed on the declaration of a function/method, so some people might be confused why it doesn't happen in Godot.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Placing a breakpoint on the function's declaration should be equivalent to placing a breakpoint on the first line of a function.
My proposal is when a breakpoint is placed like this:
It should be the same as placing it like this:
If this enhancement will not be used often, can it be worked around with a few lines of script?
No, since this is an improvement suggestion for the editor itself.
Is there a reason why this should be core and not an add-on in the asset library?
Breakpoints are already handled by the editor, and in practice this should be a small QoL change.
Describe the project you are working on
A 2D sidescrolling metroidvania with some platforming elements. Though this suggestion can be applied to literally any project built using Godot.
Describe the problem or limitation you are having in your project
A breakpoint must be placed on lines of code inside functions. Placing it right on the function declaration will not work, which can be confusing to the user.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Allowing the user to stop the debugging when a breakpoint is placed on the declaration of a function will likely save the user some time figuring out why their code didn't stop when they expect it to stop.
On most IDEs the code does stop when a breakpoint is placed on the declaration of a function/method, so some people might be confused why it doesn't happen in Godot.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Placing a breakpoint on the function's declaration should be equivalent to placing a breakpoint on the first line of a function.
My proposal is when a breakpoint is placed like this:![image](https://github.com/godotengine/godot-proposals/assets/25017422/d1140d0e-fa6f-4985-a60b-f1a5d24f7f81)
It should be the same as placing it like this:![image](https://github.com/godotengine/godot-proposals/assets/25017422/c73a4e3f-e688-4ae0-980a-dc9fe5ed3ee7)
If this enhancement will not be used often, can it be worked around with a few lines of script?
No, since this is an improvement suggestion for the editor itself.
Is there a reason why this should be core and not an add-on in the asset library?
Breakpoints are already handled by the editor, and in practice this should be a small QoL change.