Adds the ability to set a custom C# editor, to allow users to still use the built in Godot editor for GD scripts.
This commit adds the ability, if using the dotnet editor, to add a custom command to launch whatever editor you want for c#, while keeping use of the built in editor for GDScript.
This commit adds the ability, if using the dotnet editor, to add a custom command to launch whatever editor you want for c#, while keeping use of the built in editor for GDScript.
I'm not sure I understand, isn't this already how it works? When you configure a .NET editor, it's used to open C# scripts, but opening GDScripts would still go to the builtin editor (unless you configure an editor-wide custom external editor for all scripts).
Yes, this is how it works. However, you cannot use a custom editor currently. You can only use VScode, rider, etc. With this commit, you can still use these editors, but you can also set a custom command to use any editor you want:IE vim, sublime text, emacs.
Currently to do this, you have to change the global editor, which would make you not able to use the built in editor for gdcript. All this pr does is bring specifically the dotnet editor option to feature parity with the "external editor" option
What about the static check failed? It's a little confusing to me, so any help on getting that fixed would be appreciated.
There is extra whitespace at the end of this line:

Note that before this is merged, you will also have to squash the commits. But you can wait for an approval first.
Also the formatting of the code in general doesn't meet the style guidelines either, so that is just just going to fail CI next, run dotnet format on the files you changed to fix that.
(check the various scripts in misc/scripts to run all these checks locally)
Looks good! Could you squash the commits? See PR workflow for instructions.
Looks good! Could you squash the commits? See PR workflow for instructions.
Sure, once all issues are resolved and it's approved I'll do just that
It's been approved already, so please squash. Make sure that the commit message is short but descriptive. "Add the ability to set a custom C# editor" is a good option.
Rebased and applied suggestions on your behalf. Left out the last suggestion as it's something that you would probably want to discuss further and perhaps address with a future PR.
Thanks, and congrats on your first merged Godot pull-request!