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Start the editor with a project - no scripts open.
Start the nvim debugger.
Add a breakpoint.
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered:
akien-mga
changed the title
Cant add BreakPoints via Debug Adapter Protokoll, if there script is not open in Godot Editor
Cant add BreakPoints via Debug Adapter Protocol, if there script is not open in Godot Editor
Mar 1, 2024
dekaravanhoc
changed the title
Cant add BreakPoints via Debug Adapter Protocol, if there script is not open in Godot Editor
Cant add BreakPoints via Debug Adapter Protocol, if the script is not open in Godot Editor
Mar 1, 2024
Hey, Yeah the issue is completely resolved in the RC. Obviously someone already put the same issue in - linked to the fix. Did not find it in the search.
Therefor this can be closed due to duplication of #83614
I've tested in v4.2.1-stable, and indeed the closed file bug is also fixed in the RC build. I didn't expect that PR to resolve this too considering the highlighted code you noticed, but it does seem to be the case.
Tested versions
System information
Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 4070 (NVIDIA; 31.0.15.3640) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)
Issue description
I am using nvim and the nvim-dap plugin.
It connects correctly, requesting and getting responses.
When I add a breakpoint it sends:
If the script is open in the editor the response looks like that:
If it is not open, it looks like that:
There is also an error in the Godot console:
I am not really into c++ but I narrowed it (propably) down to:
https://github.com/godotengine/godot/blob/master/editor/debugger/editor_debugger_node.cpp#L578
Steps to reproduce
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: