Closed QuinsZouls closed 1 year ago
Hi @QuinsZouls,
Thank you for you interest in improving this extension! I appreciate that you took the time to put this together and submit it.
Unfortunately, there are a number of problems with this PR that mean it can't be accepted.
There are a lot of reasons not to do this, but one of the biggest is that you end up with a giant PR that touches way too many things, and that makes it much harder for other people to review it effectively.
It's important to understand all of the changes that are being made to a project, and that's more difficult to do if you're combining a bunch of other patches. As an example, PR #452 is highly experimental and DOES NOT WORK. It's marked as a draft because it's currently in-progress and very, very broken. The fact that it's included makes me seriously question if anything in this PR was tested.
The changes to tsconfig
and the package updates are interesting, but I can't properly evaluate that stuff with how much other content is here. If you resubmitted those changes in a new PR by themselves, it's likely we'd be able to accept them.
Well, I'd to make single PR for each patch, thanks for you feedback, also I show you how my changes work (I didn't just merge all code, during the merge commit I made some fixes):
I split all icons changes to a new PR This PR now focuses on debugger compatibility for godot 4.
BTW My changes made it work your PR #456
Well that's sad
I been working on godot 4 support, also thanks to @DaelonSuzuka, @RedMser, @ZachIsAGardner for their work (I included some of their changes), here's my changes and implementations:
Debugger
bugfix: fixes class_name.replace exception
bugfix: fixes godot type for run and debug option
remove: delete unused Mediator package
feature: add command trigger functionality for godot4
refactor: change all commands godot-tool to godot4-tool
update: change godot template
feature: implement ability to inspect in Debug Console ref: #387
fix: fixes type error
feature: add get_godot_version function
feature: implements godot version detection
TODO
[x] Detect godot version to setup an specific version (I already have a function to detect the godot version but im not sure how implements to setup an specific version of debugger)