<p dir="auto"><strong>Update from bpasero:</strong><br>
The main issue is that our glob patterns are folder based (e.g. exclude <code class="notranslate">**/node_modules</code>) and not file based (e.g. exclude <code class="notranslate">**/node_modules/**</code>). When we apply the patterns to in-memory editors and editor history we always pass in the full path of the resource and that makes the glob match fail. For search it works because we check the pattern on the parent folders already and return early if they match. The only fix I see for now is to change our default patterns to match on <code class="notranslate">**/folder/**</code> instead of <code class="notranslate">**/folder</code>.</p>
<p dir="auto"><strong>Original</strong>:</p>
<p dir="auto">These steps repro on a node module where the search term is in a sub-directory. When a sub-directory is included it should search all files under the directory. This can <em>really</em> confuse users, I'm proof since I just tried to find <code class="notranslate">finishOutput</code> usages only to be told it's only referenced by its definition.</p>
<p dir="auto">Steps to Reproduce:</p>
<ol dir="auto">
<li>Open vscode</li>
<li>In explorer find node_modules/pty.js</li>
<li>Right click and find in folder, "node_modules/pty.js" should be added to files to include</li>
<li>Search for "finishOutput", no results show up</li>
<li>Open node_modules/pty.js/deps/winpty/agent/Agent.cc</li>
<li>Run the search again, results show up from Agent.cc</li>
<li>Open node_modules/pty.js/deps/winpty/agent/Terminal.cc</li>
<li>Run the search again, results show up from both Agent.cc and Terminal.cc</li>
</ol>
<p dir="auto">Adding <code class="notranslate">/**</code> or <code class="notranslate">/**/*</code> to the files to include didn't make a difference.</p>
<p dir="auto">feature request: since the build system is kinda useless when build steps require multiple commands, being able to send commands to the integrated terminal from script.</p>
<p dir="auto">my personal reason for this is that for skyrim modding, its a multiple step build system which requires the editor being wrapped by MO so that the app has access to the virtual directory. executing a batch script is out of the question as the commands need to be dynamically generated, plus the build system currently seems to spawn outside of the wrapped process.</p>