By default, VS Code opens .md files in the text editor. To open them in preview mode instead:
- Open Settings (JSON):
Ctrl+Shift+P→Preferences: Open User Settings (JSON) - Add this to your
settings.json:
| extends Node | |
| ## MimicRunInstanceGrid optional editor-only AutoLoad. | |
| ## [br][br] | |
| ## Not registered automatically by the plugin; add this script as an AutoLoad | |
| ## to enable window tiling. | |
| ## Automatically tiles multiple Godot run-instance windows into a shared grid. | |
| ## [br][br] | |
| ## This utility is intended for local multiplayer testing from the editor. Make | |
| ## sure "Game > Embedding Options > Embed Game on Next Play" is disabled so run | |
| ## instances open as separate windows. Each run instance writes a short-lived |
Generate plain URLs to view commits on the remote hosting platform.
$ARGUMENTS can be:
git log -5 --format="%H", git log --since="yesterday" --format="%H").Play Windows notification sounds and flash the taskbar icon when Claude Code needs your attention - so you can multitask without constantly checking back.
| Event | Default Sound | Taskbar Flash | When |
|---|---|---|---|
| Stop | chimes | yes | Claude finished responding |
| Input | Windows Exclamation | yes | Permission prompt or question |
VS Code's launch.json only supports debug-type configurations ("type": "node", etc.), which always attach a debugger toolbar — even for simple shell scripts or build tasks. There's no built-in way to run a command from the launch dropdown without it.
This workaround combines a background shell task (no debugger) with a minimal launch config that exits instantly, causing the debugger to detach.
"type": "shell", no debugger is involved"isBackground": true with "activeOnStart": true, so VS Code doesn't block with a "Waiting for preLaunchTask..." prompt| export function ref(initialValue) { | |
| const state = $state({value: initialValue}); | |
| return state; | |
| } | |
| export function watchedRef(initialValue, onSet, onGet) { | |
| let value = $state(initialValue) | |
| return { | |
| set value(newValue) { | |
| const oldValue = value |
| using Godot; | |
| using System; | |
| /// <summary> | |
| /// Margins for Mobile safe area that accounts for cutouts. | |
| /// Also accounts for corner radius. | |
| /// </summary> | |
| [GlobalClass] | |
| public partial class SafeAreaContainer : MarginContainer | |
| { |
| public static partial class PackedSceneExtension | |
| { | |
| public static Variant? GetNodePropertyValue(this PackedScene packedScene, int nodeIndex, StringName propertyName) | |
| { | |
| SceneState sceneState = packedScene.GetState(); | |
| int propertyCount = sceneState.GetNodePropertyCount(nodeIndex); | |
| for (int propertyIndex = 0; propertyIndex < propertyCount; propertyIndex++) | |
| { | |
| if (sceneState.GetNodePropertyName(nodeIndex, propertyIndex) == propertyName) |