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Godot LSP reports errors on all .plugged repo files #32
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It is the same in vscode =( SolutionI have an idea of support installing plugins with |
As a workaround you could also change the path from |
Cool, nice that this feature is coming to godot! In the meantime i've just been deleting |
This PR would not solve this issue. The sentiment from the GDScript team seems to be, that all code outside The PR only adds a way to enable warnings again for certain addons (which is needed for addon developers). If you need a quick workaround that isn't deleting the folder: change the path as I suggested before (it's just a |
I just think of an easy way to support this PR in the future. |
I just opened #33 which changes the default location for |
It seems there's still issues with
Pull request here: #40 |
@Tattomoosa @Jack-023 Thanks for the effort! I have tested #40 and it works as expected. For the migration, I think what was suggested in #39 is really inspiring. |
Hey there! Thanks for this plugin, it saves a bunch of time while adding and updating external plugins!
Since adding gd-plug, i've noticed that godot lsp happily traverses into the .plugged directory and reports errors from all the cloned addon repos - is there any way to prevent this or some workaround that you're using to avoid seeing all the extra errors for files that aren't used by your game?
Or maybe this is just a problem on my end? I'm using emacs as an external editor and connecting to lsp in the running godot editor instance - maybe it's a problem in my setup.
It feels like godot lsp should ignore files in a folder with
.gdignore
, but for now this seems like a rare issue - not sure if anyone else is experiencing it.Thanks for any help or insight!
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