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path: root/core/script_debugger_remote.cpp
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* Make the performance reporting update frequency customizableHugo Locurcio2018-05-181-2/+2
| | | | The default update frequency has been changed from 1000ms to 250ms.
* Merge pull request #16893 from GodotExplorer/debugger-improvement-3Juan Linietsky2018-05-071-0/+13
|\ | | | | Save runtime node as scene from remote scene tree.
| * Save runtime node as scene from the remote scene tree.geequlim2018-02-221-0/+13
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* | Fix typos with codespellluz.paz2018-02-211-2/+2
|/ | | | | | | | | | | | | | Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
* Remote debugger send the real instance of WeakRef referenced toGeequlim2018-01-231-1/+7
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* Mono: Implement stack info for errors and exceptionsIgnacio Etcheverry2018-01-091-42/+41
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* Merge pull request #15297 from poke1024/runner-limit-errsRémi Verschelde2018-01-071-5/+38
|\ | | | | Limit number of errors and messages sent by runner
| * Limit number of errors and messages sent by runnerBernhard Liebl2018-01-031-5/+38
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* | Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
|/ | | | | | 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.
* Fix crash while the debugger encode a freed object.Geequlim2018-01-031-2/+8
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* Merge pull request #14916 from poke1024/reduce-startup-timeRémi Verschelde2018-01-021-4/+7
|\ | | | | Ramp up remote debugger wait time
| * Ramp up remote debugger wait timepoke10242017-12-221-4/+7
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-19/+19
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* Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-251-1/+1
| | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* Merge pull request #11940 from GodotExplorer/debuggerRémi Verschelde2017-11-201-48/+105
|\ | | | | Enhanced debugger for godot 3.0
| * Move the remote scene tree to the scene tree dock.Geequlim2017-11-171-7/+18
| | | | | | | | | | | | 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.
| * Send script members, contants and globals to debuggergeequlim2017-11-171-50/+96
| | | | | | | | Remove remote inspector panel
* | Add print_error function, akin to print_lineGeorge Marques2017-11-161-1/+1
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* Move singleton management from ProjectSettings to EngineLeon Krause2017-11-141-1/+2
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* Fix formatting of debug log overflowPedro J. Estébanez2017-10-161-4/+8
| | | | Fixes #12087.
* Renamed fixed_process to physics_processAndreaCatania2017-09-301-7/+7
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* Fix unused variable warningsHein-Pieter van Braam2017-09-081-0/+3
| | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* simplify the way window is allowed to steal focus, no longer relying on ↵Juan Linietsky2017-08-201-2/+0
| | | | project.godot. Closes #9459
* -Properly check limits to objects sent (regarding to size), fixes #9034Juan Linietsky2017-08-181-37/+23
| | | | | -Changed the way objects are marshalled and sent to the debugger -Editing debugged objects happens in the remote inspector now
* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-18/+18
| | | | Fixes #10244.
* Moved member variables from constructor to initialization listWilson E. Alvarez2017-08-081-19/+19
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* Set some reasonable limits for sending information to the debugger, closes #5848Juan Linietsky2017-08-081-0/+1
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-3/+3
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* Style: Apply clang-format on all filesRémi Verschelde2017-07-301-1/+1
| | | | Thus fixing some invalid changes that had still made it to the master branch.
* Fix misplaced quote in error messsagePedro J. Estébanez2017-07-271-1/+1
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-4/+4
| | | | -Added system for feature overrides, it's pretty cool :)
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-2/+2
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-3/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-373/+312
| | | | | | | | | | | | | | | | | | | | | | | | 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
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-0/+2
| | | | | | | | | Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
* removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky2017-01-141-5/+5
| | | | added a check to detect this case in the future
* Created new Engine singleton, and moved engine related OS functions to it.Juan Linietsky2017-01-131-1/+1
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* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-4/+4
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-2/+2
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Merge pull request #6479 from RandomShaper/improve-debug-focusRémi Verschelde2016-10-031-0/+3
|\ | | | | Improve debug focus behavior
| * Improve debug focus behaviorPedro J. Estébanez2016-09-141-0/+3
| | | | | | | | | | Fix focusing debugged game on Windows Add re-focusing editor on continue
* | Show object string cast instead of object id in debuggersupaiku2016-09-061-2/+4
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* Ability to reload scripts on running gameJuan Linietsky2016-06-011-1/+13
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* Real-Time Remote Inspector supportJuan Linietsky2016-05-221-0/+99
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