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sourceFileMap attribute is not implemented for the godot-mono launch configuration type?
OS/device including version:
Windows 10
Issue description:
Basically, this is happening to me, but when I try the linked solution and add the sourceFileMap attribute to my godot-mono launch configuration it says "Property sourceFileMap is not allowed."
If I change the type to, for example, coreclr temporarily, it resolves that attribute fine (but obviously that wouldn't actually be able to launch my project correctly).
I need to use it because the PathMap setting doesn't work in VS Code otherwise. If I don't have sourceFileMap and I'm using PathMap, when I'm debugging in vs code and put a breakpoint anywhere, I get "Could not load source 'MapEditor.cs': No source available."
The text was updated successfully, but these errors were encountered:
sourceFileMap
attribute is not implemented for thegodot-mono
launch configuration type?OS/device including version:
Windows 10
Issue description:
Basically, this is happening to me, but when I try the linked solution and add the
sourceFileMap
attribute to mygodot-mono
launch configuration it says "Property sourceFileMap is not allowed."If I change the type to, for example, coreclr temporarily, it resolves that attribute fine (but obviously that wouldn't actually be able to launch my project correctly).
I need to use it because the
PathMap
setting doesn't work in VS Code otherwise. If I don't havesourceFileMap
and I'm usingPathMap
, when I'm debugging in vs code and put a breakpoint anywhere, I get "Could not load source 'MapEditor.cs': No source available."The text was updated successfully, but these errors were encountered: