godotengine / godotengine/godot-vscode-plugin

Conditional breakpoints are considered "not supported by this debugger"

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bug
Dominant language
TypeScript
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Description

### Godot version

v4.2.1.stable.official [b09f793f5]

### VS Code version

1.86.2

### Godot Tools VS Code extension version

2.0.0

### System information

Ubuntu 22.04.4 LTS 22.04 - X11 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 860M (nvidia; 535.161.07) - Intel(R) Core(TM) i7-4710HQ CPU @ 2.50GHz (8 Threads)

### Issue description

I added a conditional breakpoint that should be false, but it still hits. Then I noticed it was marked with a warning sign, and on hover it says:

> Breakpoints of this type are not supported by the debugger
Condition: false

![image](https://github.com/godotengine/godot-vscode-plugin/assets/1067772/ab331933-b5d4-446e-bb70-1235a32a4b80)

https://github.com/godotengine/godot-vscode-plugin/issues/267 is closed so conditional breakpoints should be supported.

My launch.json is:

```json
{
// Use IntelliSense to learn about possible attributes.
// Hover to view descriptions of existing attributes.
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
{
"name": "GDScript: Launch Project",
"type": "godot",
"request": "launch",
"project": "${workspaceFolder}",
"debug_collisions": false,
"debug_paths": false,
"debug_navigation": false,
"additional_options": ""
}
]
}
```

Am I missing some configuration?

### Steps to reproduce

1. Open Godot project folder
2. Create launch.json as above
3. Add conditional breakpoint to some .gd script on code that is run. Set condition to `false` to make it obvious it shouldn't hit.
4. Launch Godot project via VS Code.
5. Observe how it breaks
6. Hover conditional breakpoint to see warning message

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