godotengine / godotengine/godot

Breakpoints do not work in certain file

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#111,908 2 comments 0 reactions 0 assignees View on GitHub
needs testing topic:editor topic:gdscript
Dominant language
C++
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Description

### Tested versions

Happened in v4.5.1.stable.mono.official [f62fdbde1]. I didn't test with other versions.

### System information

Godot v4.5.1.stable.mono - Windows 11 (build 26100) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated AMD Radeon RX 9060 XT (Advanced Micro Devices, Inc.; 32.0.21025.10016) - AMD Ryzen 7 9700X 8-Core Processor (16 threads) - 31.12 GiB memory

### Issue description

One gdscript file of my project (about 10 gdscript files and a C# library containing few dozen files) stopped working with debugger. No matter where in the file I placed a breakpoint, it didn't break. Code was certainly executed, I had prints in the code and if I added breakpoint before entering that broken file, I could step into the file. Breakpoints in other gdscript files worked fine.

I managed to fix this by recreating the file. I deleted the file using Godot's FileSystem view and then created a totally new gdscript file, also using the Godot's FileSystem. Then I pasted the original content to the new file. Now the breakpoints started to work. So _something_ was broken with the original file. I don't remember with 100% certainty how I created the first file but it is likely that I created the file using vscode. The gdscript file had the corresponding uid file. I did restart Godot multiple times while I tried to get breakpoints to work.

### Steps to reproduce

Unfortunately I don't know how.

### Minimal reproduction project (MRP)

N/A

Contributor guide

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