Age | Commit message (Collapse) | Author |
|
This also increases the plugin description TextEdit's height,
so that 3 lines can be viewed instead of just 2 (leaving a few pixels
for the scroll bar).
|
|
Cleaned up/Fixed some bugs in the remote inspector code.
This makes some of my previous code cleaner while resolving a bunch of bugs.
|
|
|
|
after exiting game - Fixes #20075"
This reverts commit 9c7e647124694b1f3f6940c2b6e1b5f329b61a70.
This commit caused a regression and is not a correct fix for the original issue.
Fixes #22573, reopens #20075.
|
|
Fixed error spam when selecting root in remote tree
|
|
Fixed error spam when selecting root in remote tree
|
|
Fixed debugger showing wrong name for Objects.
|
|
Fixed Objects do not showing their drop down in debugger
|
|
Fixed error spam in remote debugger
|
|
Fixed Objects no longer showing ID in debugger.
|
|
Fixed error spam in remote debugger.
|
|
|
|
|
|
New NetSocket interface with common BSD/Win implementation
|
|
|
|
Resurrect integrated error display for the Debugger.
|
|
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.
|
|
Updates the following plugins:
- ConnectionsDialog
- ScriptEditorDebugger
- ItemListEditorPlugin
Also drop now unnecessary compatibility methods.
|
|
|
|
|
|
Resets the "Child Process Connected" when the child process is no longer
connected.
|
|
|
|
|
|
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.
|
|
exiting game - Fixes #20075
|
|
Autowrap to expand to up to 3 lines + display full error in tooltip.
|
|
-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)
-
|
|
Save runtime node as scene from remote scene tree.
|
|
Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html
These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
|
|
|
|
do not show line number and/or file if not defined
|
|
|
|
|
|
includes new enum, MeshInstance2D, Skeleton2D, Cut, Copy and Paste icons.
|
|
stopped.
Clear debugger stack inspector if the debugger is stopped when selected stack changed.
|
|
|
|
|
|
|
|
|
|
|
|
Fix Godot getting swamped by debug events
|
|
|
|
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.
|
|
|
|
A few small Debugger->Errors tab enhancements:
|
|
Happy new year to the wonderful Godot community!
|
|
1. Added "Clear" button to clear list.
2. Errors list now populated with newest items comes first, so no need to scroll everytime.
3. Added PopupMenu to errors list with ability to quickly Copy error text & details.
|
|
The performance cost is too high for now, so it should be opt-in for users
who really need it all the time. Fixes #13833.
|
|
|
|
|