Fix extension for 4.0#39
Conversation
|
In a week, we'll be merging the |
|
I don't see how these specific changes are related to that merge, unless you mean that Godot 4.0 will be unusable due to the many things that were commented out and that need to be rewritten, in which case I still think these changes would eventually be needed, no? Either way, I'm in no hurry to merge this as 4.0 is still in alpha, just looked into it because somebody asked and thought I'd leave this here for when we need it. |
The extension uses the Mono debugger, which won't be usable in 4.x because the editor (including the player) uses CoreCLR (as it uses the runtime from the .NET Sdk). This means the VS debugger won't be able to connect, which I think results in a launch error. |
- The `.mono` folder was moved to `.godot/mono` - The `--remote-debug` argument now requires the protocol - The `-q` argument has been repurposed, now `--quit` should be used
|
Hey! ✌️ Godot 4.0 seems to be getting closer to release and is in bugfixing mode now. So there shouldn't be any big changes on the C# side anymore. |
|
Superseded by #56 |
.monofolder was moved to.godot/mono(Rename the ".mono" folder to ".godot/mono" godot#38704)--remote-debugargument now requires the protocol (WebSocket profiler for HTML5 platform [4.0] godot#37099)-qargument has been repurposed, now--quitshould be used (Make-qCLI argument toggle quiet stdout instead of quitting godot#55696)Although these changes should fix the extension for 4.0 while keeping support for 3.x, they feel hacky and it might be better to simply provide a configuration setting for the user that defaults to the current stable version of Godot instead of trying to detect the version.
Closes #38