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path: root/editor/script_editor_debugger.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>`.
2020-02-15Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
2020-02-11Vulkan: Move thirdparty code out of drivers, style fixesRémi Verschelde
- `vk_enum_string_helper.h` is a generated file taken from the SDK (Vulkan-ValidationLayers). - `vk_mem_alloc.h` is a library from GPUOpen: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11Visual GPU profiler and related profiling support in Vulkan.Juan Linietsky
2020-02-11Bugfixes and ability to better specify filter and repeat modes everywhere.Juan Linietsky
Removes antialiased flag for draw_* methods.
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
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-31Merge pull request #33970 from Calinou/improve-video-ram-debugger-uxRémi Verschelde
Improve the Video RAM debugger UX
2020-01-31Merge pull request #35502 from Calinou/profiler-csv-save-anywhereRémi Verschelde
Allow saving anywhere when exporting CSV measures from the profiler
2020-01-24Allow saving anywhere when exporting CSV measures from the profilerHugo Locurcio
Previously, the CSV file could only be saved in `res://`. Since this is an editor tool, it makes sense to allow saving anywhere on the filesystem.
2020-01-24Display times as milliseconds in the profiler and performance monitorsHugo Locurcio
Small values are easier to read as milliseconds compared to seconds.
2020-01-19Improve the Video RAM debugger UXHugo Locurcio
- Refresh tha tab automatically when switching to it. - Disable the Refresh button if no project is currently being debugged. - Scale the column widths on hiDPI displays. - Rename the tab from "Video Mem" to "Video RAM" for consistency.
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.
2019-12-24Cleans up headers included in editor_node.hHaoyu Qiu
2019-12-21Correct size for PacketPeerStream in Debugger.Fabio Alessandrelli
We wanted 8 MiB but we were getting 16 MiB (minus 4 bytes for the separator). We are now getting 8 MiB minus 4 bytes for encoding.
2019-12-02Tweak error timestamp formatting to be more readableHugo Locurcio
This uses a `.` instead of `:` as the decimal separator and trims the decimal part to 3 digits, as millisecond precision is usually sufficient.
2019-11-20Merge pull request #33583 from qarmin/fix_overflows_unitializedRémi Verschelde
Fix some overflows and unitialized variables
2019-11-20Fix some overflows and unitialized variablesRafał Mikrut
2019-11-18Fixed ScriptEditorDebugger minimum sizePouleyKetchoupp
Changed to MarginContainer to enforce debugger tabs minimum size on the parent, avoids overlapping controls with Profiler and Network Profiler tabs. Fixes #20837
2019-11-08Merge pull request #27742 from rxlecky/camera-replicationRémi Verschelde
Game camera override
2019-11-04Fixed cases where labels with autowrap can overflow the editor uiPouleyKetchoupp
Fixes #33155
2019-10-28Fixed remote inspector for tool scriptsPouleyKetchoupp
Fixes #29506
2019-10-23Fixed variables with built-in resource in remote inspectorPouleyKetchoupp
Now loading the base resource first in ScriptEditorDebugger, the same way it's done in ScriptEditorPlugin. Fixes #33013
2019-10-23Implement game camera overrideErik
Implemented uniform API in Viewport class to override 2D and/or 3D camera. Added buttons in 2D and 3D editor viewport toolbars that override the running game camera transform with the editor viewport camera transform. Implemented via remote debugger protocol and camera override API. Removed LiveEditFuncs function pointers from ScriptDebugger class. Since the debugger got access to the SceneTree instance (if one exists), there is no need to store the function pointers. The live edit functions in SceneTree are used directly instead. Also removed the static version of live edit functions in SceneTree for the same reason. This reduced the SceneTree -> Debugger coupling too since the function pointers don't need to be set from SceneTree anymore. Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'. This is because the remote debugger is now using SceneTree directly and 'core/' classes should not depend on 'scene/' classes.
2019-10-02Inspector: select self object after selecting a stack framelupoDharkael
2019-09-26Fix remote-tree not displaying the node typeEmmanuel Barroga
Fixes the remote-tree not displaying the node's type like the local-tree does.
2019-09-25Show C++ error condition in script editor debuggerRémi Verschelde
This was removed by @RyanStein in #21884 in the case where an error message is provided, but this is actually useful information to have even when there is a custom error message. This PR makes it so that the "C++ Error" is shown whenever there is a custom error message provided. Also adds method name to the error item title, and re-adds the most relevant info in the tooltip for quick error checks without expanding. Renames C Error/Source to C++ Error/Source, since that's what it is. And fix untranslatable entry due to misuse of TTR(). And some more cleanup for readability. Cf. https://github.com/godotengine/godot/issues/32276#issuecomment-534119914
2019-09-23Merge pull request #32258 from Calinou/improve-debugger-shortcut-uxRémi Verschelde
Improve the debugger shortcut UX
2019-09-23Merge pull request #32049 from codecustard/fix_remoteview_navto_inspectedRémi Verschelde
Fix Remote Tree Navigate to Inspected
2019-09-22Improve the debugger shortcut UXHugo Locurcio
- Display the shortcut in the button tooltips by defining the shortcut on the buttons as well. - Swap "Step Over" and "Step Into" in the Debug menu to match the button order in the Debugger bottom panel.
2019-09-20Distinguish editor-originating messages in the editor logHugo Locurcio
This fades out messages originating from the editor to make messages printed by the project stand out more. This also tweaks wording in some editor messages for consistency.
2019-09-19Merge pull request #31961 from YeldhamDev/info_messagesRémi Verschelde
Add informational messages to various editors
2019-09-08Fix Remote Tree Navigate to InspectedEmmanuel Barroga
Fixes the regression of remote-tree not navigating to what is being inspected in the inspector.
2019-09-05Merge pull request #31989 from ↵Rémi Verschelde
sparkart/revert-30833-fix_inspector_clear_remote_node Revert "Fix Clearing Inspector for Remote Node"
2019-09-05Merge pull request #31870 from JFonS/add_network_profilerFabio Alessandrelli
Add network profiler
2019-09-05Revert "Fix Clearing Inspector for Remote Node"Emmanuel Barroga
2019-09-05Add network profilerjfons
2019-09-04Add informational messages to various editorsMichael Alexsander Silva Dias
2019-09-03Adds skip-breakpoints featureiwek7
2019-08-23Merge pull request #30833 from sparkart/fix_inspector_clear_remote_nodeRémi Verschelde
Fix Clearing Inspector for Remote Node
2019-07-30Fixed remote scene tree not collapsingSilvano Cerza
2019-07-25Fix Clearing Inspector for Remote NodeEmmanuel Barroga
Resolves: #30731 When you stop debugging... if you were inspecting a remote node, partial information about the remote node remained in the inspector (e.g. name and warning). To resolve this, called EditorNode::edit_current() instead of EditorInspector::edit(NULL), which will call all the methods required using "NULL" if the current selected object is NULL. In EditorPath::update_path() if the selected object is NULL, it does not update the path to reflect this change, basically does nothing. To fix this, we nullify everything, before the history loop.
2019-07-25Fix text position in the debugger's "Monitors" tab not being an integerMichael Alexsander Silva Dias
2019-07-24Center text in the debugger's "Monitors" tabMichael Alexsander Silva Dias
2019-07-19Merge pull request #23270 from silvanocerza/remote_scene_tree_filterRémi Verschelde
Implemented remote scene tree filtering
2019-07-01Merge pull request #28884 from vnen/yield-resume-stackRémi Verschelde
Keep GDScript functions in stack while yielding
2019-06-20Merge pull request #29283 from qarmin/fix_some_always_same_valuesRémi Verschelde
Remove always true/false values
2019-06-20Fix always true/false valuesqarmin
2019-06-19Merge pull request #29463 from Faless/editor/debugger_take_connectionRémi Verschelde
Editor debugger now always handle connections.