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path: root/core/script_debugger_remote.h
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* Save runtime node as scene from the remote scene tree.geequlim2018-02-221-0/+2
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* Mono: Implement stack info for errors and exceptionsIgnacio Etcheverry2018-01-091-0/+1
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* Merge pull request #15297 from poke1024/runner-limit-errsRémi Verschelde2018-01-071-0/+4
|\ | | | | Limit number of errors and messages sent by runner
| * Limit number of errors and messages sent by runnerBernhard Liebl2018-01-031-0/+4
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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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add print_error function, akin to print_lineGeorge Marques2017-11-161-1/+1
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* Renamed fixed_process to physics_processAndreaCatania2017-09-301-2/+2
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Properly check limits to objects sent (regarding to size), fixes #9034Juan Linietsky2017-08-181-0/+2
| | | | | -Changed the way objects are marshalled and sent to the debugger -Editing debugged objects happens in the remote inspector now
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-26/+16
| | | | | | | | | | | | | | | | | | | | | | | | 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
* 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!
* Ability to reload scripts on running gameJuan Linietsky2016-06-011-0/+2
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* Real-Time Remote Inspector supportJuan Linietsky2016-05-221-0/+3
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* First version of ProfilerJuan Linietsky2016-05-211-0/+36
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Ability to debug video memory usageJuan Linietsky2015-10-211-0/+18
| | | | -Small fix to xml saver (swapping > and <)
* error debuggerJuan Linietsky2015-08-041-0/+27
| | | | | shows the list of errors that happened during running the game, traces can be analyzed
* Live edit WORK IN PROGRESSJuan Linietsky2015-08-021-0/+4
| | | | | | | | | | 1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+87