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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-226/+0
| | | | | | 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.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | 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()
* Merge pull request #7364 from ↵Rémi Verschelde2017-01-021-1/+0
|\ | | | | | | | | guilhermefelipecgs/fix_bottom_panel_visibility_on_play Fix bottom panel visibility on play
| * Fix visibility of bottom panel when start playingGuilherme Felipe2016-12-241-1/+0
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* | 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 Linietsky2016-05-221-4/+24
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* First version of ProfilerJuan Linietsky2016-05-211-0/+12
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* Removed debugger X (hide) buttonIgnacio Etcheverry2016-01-241-4/+0
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* -Massive editor dialog cleanupJuan Linietsky2016-01-171-1/+4
| | | | -Added a bottom menu list
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Remove last remaining variables of PR-3043Franklin Sobrinho2015-12-121-1/+0
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* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2015-12-121-1/+1
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| * Script debugger remains visible when using Debug->Show DebuggerFranklin Sobrinho2015-12-121-0/+2
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* | -added option to keep debugger open, fixes #3031Juan Linietsky2015-12-121-0/+4
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* -Ability to debug video memory usageJuan Linietsky2015-10-211-0/+2
| | | | -Small fix to xml saver (swapping > and <)
* -Fixes on atlas import to save memory if mipmaps are not usedJuan Linietsky2015-10-201-0/+3
| | | | -Make the video memory visible to improve debugging
* more debugger fixesJuan Linietsky2015-08-041-0/+2
| | | | | -setting/clearing breakpoints during run-time now works -multi-line strings resulted in wrong line numbers in bytecode, fixed
* error debuggerJuan Linietsky2015-08-041-0/+12
| | | | | shows the list of errors that happened during running the game, traces can be analyzed
* live debug fixesJuan Linietsky2015-08-021-1/+1
| | | | removing node in live debugging fixed
* Live edit WORK IN PROGRESSJuan Linietsky2015-08-021-0/+37
| | | | | | | | | | 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 Linietsky2015-04-181-108/+108
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+135