Open lalomartins opened 10 months ago
The workspace settings should be committed to version control
This is definitely not universally accepted.
ask the user where to save
This is a good idea. I'll see if there's a clean way to ask the user what they want, and then look at standardizing all the file picker/settings prompts to do the right thing.
@lalomartins
I also forgot to mention, it's pretty trivial to add the folder with your godot executable(s) to the system path, and then your editorPath
can just be set to something like godot4.exe
. This is what I do for extension development when I need to switch between multiple Godot versions easily.
@DaelonSuzuka I think the User Settings are there now ? Shouldn't this be closed ?
@DaelonSuzuka I think the User Settings are there now ? Shouldn't this be closed ?
No changes have been made in relation to this issue, so I really don't know what you mean.
@DaelonSuzuka I was talking about this.
Although file picker is a nice addition, but considering that someone that working with Godot should be able to get the file path easily and copy-pasted / type it to the field.
I think it's better to update the Readme.md
instead:
You can set VSCode as your default script editor for Godot by following these steps:
Note: If you rather download it from Github, Extract the ZIP archive before installing (it contains the .vsix file inside) To install from GitHub Releases or a development build, see [Install from a VSIX in the VSCode documentation](https://code.visualstudio.com/docs/editor/extension-marketplace#_install-from-a-vsix .
When using Godot >3.6 or >4.2, Headless LSP mode is available. In Headless mode, the extension will attempt to launch a windowless instance of the Godot editor to use as its Language Server (see headless mode for details).
If you are using Godot 4.x.x, you need to change
godot_tools.gdscript_lsp_server_port
in./vscode/settings.json
orGodot_tools: Gdscript_lsp_server_port
in User Settings to6005
.
./vscode/settings.json
(optional). for more configuration details, you can check here.Text Editor > External
(if you can't find it, just type external
in Filter Settings input field).Use External Editor
to activate (make sure this is checked, Godot will not use this setting if the box is not checked)./Applications/Visual Studio Code.app/Contents/MacOS/Electron
{project} --goto {file}:{line}:{col}
Godot version
4.1
VS Code version
1.83
Godot Tools VS Code extension version
1.3.1
System information
Windows 11
Problem statement
Spin off from #420 which seems to be fixed now. However, when you set the editor path by using the file picker, I feel it should save to user settings, or at least ask the user where to save. The workspace settings should be committed to version control, and if we're developing in a team, there's good odds each team member will have their Godot editor installed somewhere different. Even just on my own, I have Godot in different places on my desktop and laptop.
Proposed solution
Save the editor path in user settings when it's input by the extension file picker.