Age | Commit message (Collapse) | Author |
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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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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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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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Add informational messages to various editors
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Add network profiler
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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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Add CSV export to profiling data
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This reverts commit fb37284c027b494ed3ec21124001fcb729f42cc4.
This reverts commit 4db0f51b9aa76cfc7649787fe1970af606ce8dab.
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FIxed bug with Errors tab in the Debugger using wrong index in the
tab container.
Also removed unused variable that was probably left behind.
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Happy new year to the wonderful Godot community!
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Resurrect integrated error display for the Debugger.
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Updates the following plugins:
- ConnectionsDialog
- ScriptEditorDebugger
- ItemListEditorPlugin
Also drop now unnecessary compatibility methods.
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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.
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A few small Debugger->Errors tab enhancements:
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Happy new year to the wonderful Godot community!
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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.
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Rename editor setting scene_tree_refresh_interval to remote_scene_tree_refresh_interval.
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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.
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Remove remote inspector panel
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so that users don't have to hold CTRL to select multiple entries.
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implementation
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Improved colors
Added some missing icons
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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.
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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
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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.
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