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path: root/editor/script_editor_debugger.h
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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.
2019-09-19Merge pull request #31961 from YeldhamDev/info_messagesRémi Verschelde
Add informational messages to various editors
2019-09-05Merge pull request #31870 from JFonS/add_network_profilerFabio Alessandrelli
Add network profiler
2019-09-05Add network profilerjfons
2019-09-04Add informational messages to various editorsMichael Alexsander Silva Dias
2019-09-03Adds skip-breakpoints featureiwek7
2019-07-23Fix some code found by Coverity Scan and PVS Studioqarmin
2019-05-27Implemented remote scene tree filteringSilvano Cerza
User can now filter the remote scene tree, like the local one is filtered, while the game is running
2019-05-17Now able to "Copy Node Path" from Remote tab". Fixes issue 28585.hbina085
2019-04-23Added a marker in text_edit that tells which row is executing.Rikhardur Bjarni Einarsson
2019-04-06Merge pull request #25995 from lupoDharkael/csvRémi Verschelde
Add CSV export to profiling data
2019-03-28Add CSV export to profiling datalupoDharkael
2019-03-20Revert accidental commitsPedro J. Estébanez
This reverts commit fb37284c027b494ed3ec21124001fcb729f42cc4. This reverts commit 4db0f51b9aa76cfc7649787fe1970af606ce8dab.
2019-03-20Create live view dock [wip]Pedro J. Estébanez
2019-02-28Fixed Errors Tab Indexing Bug in the DebuggerErik
FIxed bug with Errors tab in the Debugger using wrong index in the tab container. Also removed unused variable that was probably left behind.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-09-12Add expand/collapse all buttons for the "Errors" tabMichael Alexsander Silva Dias
2018-09-12Merge pull request #21884 from RyanStein/feature-error-treeRémi Verschelde
Resurrect integrated error display for the Debugger.
2018-09-11Replace last occurrences of PropertyEditor by EditorInspectorRémi Verschelde
Updates the following plugins: - ConnectionsDialog - ScriptEditorDebugger - ItemListEditorPlugin Also drop now unnecessary compatibility methods.
2018-09-08Merge debugger's error and stack trace lists into one tree interface.Ryan Stein
2018-08-16Fix debugger icon for warningsChaosus
2018-02-22Save runtime node as scene from the remote scene tree.geequlim
2018-02-14Fix #16543 (add button to copy error from debugger)Artem Varaksa
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.
2018-01-03Merge pull request #14792 from Krakean/enh-1Rémi Verschelde
A few small Debugger->Errors tab enhancements:
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-18A few small Debugger->Errors tab enhancements:Dmitry Koteroff
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.
2017-11-22Add editor setting to allow keep show local scene tree while debugger start.geequlim
Rename editor setting scene_tree_refresh_interval to remote_scene_tree_refresh_interval.
2017-11-17Move the remote scene tree to the scene tree dock.Geequlim
Ignore all script constants in the global section of the breakpoint stack. Check property size before send to avoid too large of data be sent. Fix crash while clear the remote objects from the debugger.
2017-11-17Send script members, contants and globals to debuggergeequlim
Remove remote inspector panel
2017-10-24Monitor: add checkbox to monitor listPoommetee Ketson
so that users don't have to hold CTRL to select multiple entries.
2017-10-15Separated Editor settings and Scene undo redo stackPaulb23
2017-09-14Renamed function arguments to keep them consistent between declaration and ↵Wilson E. Alvarez
implementation
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-22Ability to set script debugger reason text context.Daniel J. Ramirez
2017-08-08Several ui improvements (mostly margins)Daniel J. Ramirez
Improved colors Added some missing icons
2017-06-27Better user expirence with external text editors.geequlim
Implements open_in_external_editor for subclasses of ScriptLanguage. Add option 'Debug with external editor' to debug menu to control the behavoir of script opened by editor.
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.