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path: root/editor/editor_profiler.cpp
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2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-06Merge pull request #35727 from Calinou/profiler-set-background-colorRémi Verschelde
Use the editor background color for the profiler graph
2020-01-30Use the editor background color for the profiler graphHugo Locurcio
This leads to a better appearance compared to using pure black.
2020-01-24Display times as milliseconds in the profiler and performance monitorsHugo Locurcio
Small values are easier to read as milliseconds compared to seconds.
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-18Make right align for calls number in Profilervolzhs
2019-11-26Range: Remove min/max check added in #33908Rémi Verschelde
This wasn't a very good idea as it puts too strict requirements on how to set `min` and `max` values. For example, since the default min and max are 0 and 100, this triggers an error: ``` set_min(256) set_max(16384) ``` Since `min` will be higher than `max` temporarily. It can be worked around by setting max first, but it's not really intuitive. I'll relax the requirement as it's only a problem in `get_as_ratio`, which already has a check. Fix another min == max occurrence.
2019-07-06Added release function to PoolVector::Access.Ibrahn Sahir
For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope)
2019-06-26Some code changed with Clang-Tidyqarmin
2019-03-28Add CSV export to profiling datalupoDharkael
2019-01-26Profiler list functions from max to less expensiveRanoller
Solves https://github.com/godotengine/godot/issues/25328 and partially https://github.com/godotengine/godot/issues/5682
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-10-06Remove redundant "== false" codeAaron Franke
Some of this code has been re-organized. f
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-08-28Fix for p_width - 1=-1 out of sizeMarcin Zawiejski
Fixes a zero-size image creation by moving the profiler plot update call to the Clear button handler so it is not called during initialization.
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-08-24Fix clear button not clearing plot when stoppedMarcin Zawiejski
Fixes the profiler Clear button that did not clear the profiler plot if the profiler was stopped.
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-06-23Add a Clear button to the profilerMarcelo Fernandez
2018-06-19Fix profiler not updating on realtimeMarcelo Fernandez
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-02Some untranslated UI stringsUnknown
2017-11-25Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky
wrong function, leading to unnecesary copy on writes and reduced performance.
2017-10-21Refactor Fixed to PhysicsPoommetee Ketson
2017-09-30Renamed fixed_process to physics_processAndreaCatania
2017-09-18Fixed a lot of HiDPI metrics.Daniel J. Ramirez
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-08Several ui improvements (mostly margins)Daniel J. Ramirez
Improved colors Added some missing icons
2017-06-03InputEvent: Renamed "pos" property to "position"Andreas Haas
Make the naming consistent with other classes.
2017-05-27Fix incorrect input event reference in editor_profiler.cppCarter Anderson
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-03-05Refactoring: rename tools/editor/ to editor/Rémi Verschelde
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.