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Add information on how to enable debugging in Visual Studio for C# #9213
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…-fix Pin sphinx-contrib libraries to pre-5.0 version
Fixing typo in C# code sample
Updates navigation mesh baking doc.
* Remove 'DEPTH' constant from CanvasItem shaders * Re-added Origin mention
Fixed a grammatical error.
Keeps document consistent throughout
* Update list_of_features.rst In 4.2 release notes, debugging threads is listed as a new feature. Yet in documentation about Godot editor capabilities the opposite was state. Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Changes a hyperlink In the tutorial for Your First 2D game, Dodge the Creeps, to link directly to the Dodge the Creeps folder of the Godot demo projects page instead of the main repository page that contains multiple games.
The line below is redundant, it exits on line 141 - 142 and therefore isn't needed on 159. ## The description of a constant. const GRAVITY = 9.8
- Select all existing text in the field when pressing the shortcut. - Remove broken Algolia integration (unused since 4.0) and move the shortcut code to the main `custom.js` file.
Useful if someone has created a PR from the wrong branch
Slight polish at enum example
Specify POT Generation is only available for GDScript files
…-fix-swapped-images Fix swapped order of images in Testing pull requests
…-classref-link Fix per-instance shader parameter classref link in Shading language
Remove out of date warning from version_control_systems.rst
Fix UV mapping in ArrayMesh tutorial
…unctions on other threads (godotengine#8749) * Update thread_safe_apis.rst to mention don't call certain rendering functions on other threads --------- Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
…-channels Update community tutorials and resources for 4.0+
…instructions-update Add Seaven Studio to third-party support list and add Godot Foundation link and note
GDScript: Document variable initialization order
Add a page on Godot system requirements
…extension Remove reference to outdated VS extension for C#
Update note the renderer to use for XR projects
Document occluder import hint
[Documentation>Runtime file loading and saving] Removed a single space that shouldn't be there
The `git submodule -b` had `4.1` as the branch to use. I updated these to `4.2` for a more recent build.
Updated GDExtension to most recent version.
Added instructions in the C# section on how to setup debugging in Visual Studio. When I first tried Godot a few weeks ago, I gave up as soon as I thought there was no debugging support yet. I think if you support C#, you really need to make it easy for people to be able to figure out how to debug their code. I believe the instructions for VS Code would be fairly similar.
Thanks for contributing to the documentation! I think adding a note about debugging in the getting started section makes sense but I'd rather not duplicate documentation, and the instructions for using external editors (including debugging with them) should already be mentioned in the C# basics documentation page. It does look like our C# basics documentation page currently lacks any information about debugging with Visual Studio, so how about adding this information there and linking to this page from the getting started section? This page already includes instructions to setup debugging with VSCode so you can use that as reference. Also, it looks like you need to rebase in order to get rid of unrelated commits. Take a look at the Pull request workflow documentation page for more information about rebasing, and don't hesitate to reach out in the development chat if you need any help. |
Sounds good. I am not very experienced with contributing to open source, but I could tell that commit somehow got mucked up. I haven't read it yet, but the plan is to start over fresh with a new commit/pull request following your workflow, so this PR can be killed if that works for you. Also glancing at it, the VS Code instructions points to a GitHub issue as an example configuration. While this works, this doesn't seem a like a great long term solution. It is an external reference to the docs themselves, and it links to a comment of a person. I'm sure she is a great person and would never do anything nefarious, but just as a general rule I wouldn't want my project unnecessarily using someone's comment, that I don't have control over, as documentation content. Would you guys be ok with moving that VS Code configuration example into the docs proper, so the docs repo has full control over that content rather than a 3rd party? |
Yes, that works. Just add a comment here linking to the new PR so we can keep track of it.
Yes, the current instructions were only meant to be a temporary solution until we updated the VSCode extension. Unfortunately this is taking longer than expected, so it makes sense to me to move the instructions to the docs and we can update them later when we have a working 4.x extension. |
I created a new pull request #9222 |
Added instructions in the C# section on how to setup debugging in Visual Studio. When I first tried Godot a few weeks ago, I gave up as soon as I thought there was no debugging support yet. I think if you support C#, you really need to make it easy for people to be able to figure out how to debug their code. I believe the instructions for VS Code would be fairly similar. I have not contributed before. I assume note is the appropriate choice here, but not 100%. If there is a better way to format the fields I reference or anything else, I would be happy to tweak it.