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Fix conditional breakpoints being parsed as regular breakpoints #278

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merged 2 commits into from
Nov 3, 2021

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Razoric480
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Despite supportsConditionalBreakpoints being set to false, seems the debug adapter still expects the debugger to explicitly filter out conditional breakpoints, or continue treating them as regular breakpoints (which makes the presence of supportsConditionalBReakpoint kind of pointless? I dunno.)

Until Godot supports conditional breakpoints, I'm opting to just remove them entirely as there's no feasible way of hooking into the debugger so there's no confusion. Now they'll be ignored.

Fixes #267

@Calinou Calinou added the bug label Jun 17, 2021
Heyter added a commit to Heyter/godot-vscode-plugin that referenced this pull request Aug 19, 2021
@AlexFolland
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The issue this fixes affects my workflow. Thank you for your work on this. Is there anything preventing this from being merged?

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@Calinou Calinou left a comment

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Thanks!

@Calinou Calinou merged commit 363160e into godotengine:master Nov 3, 2021
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Calinou commented Nov 3, 2021

@Geequlim Should we tag 1.1.3 to be released on the Visual Studio Marketplace?

@AlexFolland
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That would be lovely. Thank you for merging this!

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Geequlim commented Nov 13, 2021 via email

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Visual Studio incorrectly pauses on conditional breakpoints.
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