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Reflect the changes to Rider setup after the fix of the project generation logic to support any OS without MSVC toolchain
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contributing/development/configuring_an_ide/rider.rst

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@@ -8,7 +8,7 @@ JetBrains Rider
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.. note::
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This documentation is for contributions to the game engine, and not using
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This documentation is for contributing to the game engine, not for using
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JetBrains Rider as a C# or GDScript editor. To code C# or GDScript in an external editor, see
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:ref:`the C# guide to configure an external editor <doc_c_sharp_setup_external_editor>`.
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- Add `vsproj=yes dev_build=yes` to the scons command
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The ``vsproj`` parameter signals that you want Visual Studio solution generated.
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The ``dev_build`` parameter makes sure the debug symbols are included, allowing to e.g. step through code using breakpoints.
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The ``dev_build`` parameter ensures the debug symbols are included, allowing to e.g. step through code using breakpoints.
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- Open the generated ``godot.sln`` in Rider.
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Compiling and debugging the project
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-----------------------------------
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Rider comes with a built-in debugger that can be used to debug the Godot project. You can launch the debugger
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by pressing the **Debug** icon at the top of the screen, this only works for the Project manager,
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by pressing the **Debug** icon at the top of the screen, this only works for the Project Manager,
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if you want to debug the editor, you need to configure the debugger first.
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.. figure:: img/rider_run_debug.webp
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- Working Directory: ``$(LocalDebuggerWorkingDirectory)``
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- Before Launch has a value of "Build Project"
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This will tell the executable to debug the specified project without using the project manager.
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This will tell the executable to debug the specified project without opening the Project Manager.
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Use the root path to the project folder, not ``project.godot`` file path.
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.. figure:: img/rider_configurations_changed.webp
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Debug visualizers
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-----------------
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Debug visualizers define how complex data structures are displayed in the debugger.
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Debug visualizers customize how complex data structures are displayed during debugging.
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For Windows "natvis" (short for "Native Visualization") built-in with Godot are automatically used.
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For other operating systems a similar functionality can be enabled separately.
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For other operating systems, similar functionality can be setup manually.
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Please follow `RIDER-123535 <https://youtrack.jetbrains.com/issue/RIDER-123535/nix-Debug-Godot-Cpp-from-Rider-pretty-printers-usability>`_.
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Unit testing
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------------
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Utilize Rider :ref:`doctest<doc_unit_testing>` support.
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Leverage Rider :ref:`doctest<doc_unit_testing>` support.
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Please follow `RIDER-122019 <https://youtrack.jetbrains.com/issue/RIDER-122019/Godot-doctest-Unit-Tests-Stuck-in-pending>`_.
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