Age | Commit message (Collapse) | Author |
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Improve the Video RAM debugger UX
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Allow saving anywhere when exporting CSV measures from the profiler
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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.
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Small values are easier to read as milliseconds compared to seconds.
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- 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.
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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.
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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.
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This uses a `.` instead of `:` as the decimal separator and trims
the decimal part to 3 digits, as millisecond precision is usually
sufficient.
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Fix some overflows and unitialized variables
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Changed to MarginContainer to enforce debugger tabs minimum size on the parent, avoids overlapping controls with Profiler and Network Profiler tabs.
Fixes #20837
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Game camera override
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Fixes #33155
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Fixes #29506
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Now loading the base resource first in ScriptEditorDebugger, the same way it's done in ScriptEditorPlugin.
Fixes #33013
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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.
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Fixes the remote-tree not displaying the node's type like the local-tree does.
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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
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Improve the debugger shortcut UX
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Fix Remote Tree Navigate to Inspected
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- 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.
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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.
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Add informational messages to various editors
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Fixes the regression of remote-tree not navigating to what is being inspected in the inspector.
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sparkart/revert-30833-fix_inspector_clear_remote_node
Revert "Fix Clearing Inspector for Remote Node"
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Add network profiler
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Fix Clearing Inspector for Remote Node
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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.
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Implemented remote scene tree filtering
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Keep GDScript functions in stack while yielding
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Remove always true/false values
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Editor debugger now always handle connections.
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The editor debugger used to only take the first client connection,
leaving potential new connections hanging until TCP timeout.
This caused a lock after some time when running multiple game/editor
instances, as the client will fill the write buffer, and then lock until
timeout (as the editor server would never read from that socket).
The editor now drops new connections immediately if it is already
connected to a client.
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Unlike the old custom method, the `String::humanize_size()`
method works well with file sizes above 2 GB.
This also tweaks the suffixes for spacing consistency and
uses the correct acronym for exabytes (EB).
This closes #29610.
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- Use dark colors when using a light theme for better visibility
- Enable antialiasing (only effective when using the GLES3 renderer)
- Make graph lines thinner but opaque
- Scale graph line widths on hiDPI displays
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Fix remote scene tree root folding
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User can now filter the remote scene tree, like the local one is filtered, while
the game is running
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Also show script and line when the instance is gone when resuming from
yield.
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