Open git2013vb opened 4 months ago
There is supposed to be a notification that appears, telling you that the setting names have changed and that they have been automatically updated. It seems like that feature isn't triggering for people, so I apologize for the confusion on that front.
I suppose that the auto-updater wouldn't have helped you anyways, because I don't actually know how to specifically check user settings vs workspace settings.
No problem for me, at least because I know where to look. :)
I noticed some other problems:
When I "save" a file with ctrl+s it set a space where no need: BTPlayerStats._enum.BATTLE_READY
became BTPlayerStats._ enum .BATTLE_READY
. Note that is not "enum" but "_enum".
When I scroll up a long scene in "scene:preview" it glue the first 3~4 rows at top . it work as intended?
Request feature:
1) It will possible to add some Breadcrumb navigation for scenes in scene:preview?
2) It will be possible to add a contextual menu voice that help to paste a onready statement like @onready var model: BorderlandModel = $"%model" as BorderlandModel
from a node selected in scene like how godot editor do?
Thanks :)
When I "save" a file with ctrl+s it set a space where no need: BTPlayerStats._enum.BATTLEREADY became BTPlayerStats. enum .BATTLE_READY. Note that is not "enum" but "_enum".
Do you have VSCode's format-on-save enabled?
When I scroll up a long scene in "scene:preview" it glue the first 3~4 rows at top . it work as intended?
Yes, that's the VSCode feature "sticky scrolling".
It will possible to add some Breadcrumb navigation for scenes in scene:preview?
What would the breadcrumbs show?
It will be possible to add a contextual menu voice that help to paste a onready statement like @onready var model: BorderlandModel = $"%model" as BorderlandModel from a node selected in scene like how godot editor do?
You can already drag a node into the scene to insert it's $Node/Path. I don't think I can do the @onready var
, because the Godot editor knows a lot more about your code and your scenes than this extension does.
What would the breadcrumbs show?
Well, I was thinking the "parent" scene when you click a instantiated scene. but I reckon it can happen to have more than one parent at same time. lets forget that for now - I think it can be a bit difficult to implement it ;).
You can already drag a node into the scene to insert it's $Node/Path. I don't think I can do the @onready var, because the Godot editor knows a lot more about your code and your scenes than this extension does.
I was thinking you have already all info you need for in vscode: type and name. For example, to obtain this:
@onready var blue_team:Node2D = $"%BlueTeam" as Node2D
you have already
[node name="BlueTeam" type="Node2D" parent="model/Peers/Blue"]
unique_name_in_owner = true
ps.: Note in this example the flag unique name ;)
Extract the same name as snake_case from Pascal case. and in menu add for it a voice "Copy @onready var"
Do you think its feasible?
Also the "drag-shift_drop" do not take count of unique sign %
.
for example if I have a node LoginScreen that is under unique name it have to drop it like $"%LoginScreen"
. As is now it became $view/Gui/LoginScreen
(its complete path) - bug?
Thanks. :)
Godot version
v4.2.1.stable.official [b09f793f5]
VS Code version
Version: 1.86.2 Commit: 903b1e9d8990623e3d7da1df3d33db3e42d80eda Date: 2024-02-13T19:41:37.860Z Electron: 27.2.3 ElectronBuildId: 26908389 Chromium: 118.0.5993.159 Node.js: 18.17.1 V8: 11.8.172.18-electron.0 OS: Linux x64 5.10.0-28-amd64
Godot Tools VS Code extension version
2.0.0
System information
Debian 11
Issue description
As stated in title, godot-tools show false errors. I have in my projects several autoloads. The extension do not recognize which autoload use, it mix references between projects. Also, I use a different ports between two vscode instaces for language server. It happen since last update.
EDIT: After a few investigations, turns out its not a bug but a different configuration settings. I guess there isn't a way to communicate these changes to users?
Anyway: good job!
Thanks
Steps to reproduce
Use the last update with two projects and some autoloads.