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author | msreis <mateus.sureis@gmail.com> | 2023-03-05 14:37:11 +0200 |
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committer | Yuri Sizov <yuris@humnom.net> | 2023-12-19 19:42:21 +0100 |
commit | f1cc14d5252b1c799a7960b3cced678eebb6ab2a (patch) | |
tree | 7201aa33bd885f18dc12f3e3949c65e1350ee495 /doc/classes/EditorSettings.xml | |
parent | 1f5d4a62e9e9a8227ad63155b080fbbfac899571 (diff) | |
download | redot-engine-f1cc14d5252b1c799a7960b3cced678eebb6ab2a.tar.gz |
Fix missing time for some script functions in profiler
Fixes the issue by adding a mechanism by which the functions that were
previously disappearing can be profiled too. This is optional with
an editor setting, since collecting more information naturally slows the engine
further while profiling.
Fixes #23715, #40251, #29049
Diffstat (limited to 'doc/classes/EditorSettings.xml')
-rw-r--r-- | doc/classes/EditorSettings.xml | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 98b4920953..93d2bb8548 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -185,6 +185,9 @@ <member name="debugger/auto_switch_to_remote_scene_tree" type="bool" setter="" getter=""> If [code]true[/code], automatically switches to the [b]Remote[/b] scene tree when running the project from the editor. If [code]false[/code], stays on the [b]Local[/b] scene tree when running the project from the editor. </member> + <member name="debugger/profile_native_calls" type="bool" setter="" getter=""> + If [code]true[/code], enables collection of profiling data from non-GDScript Godot functions, such as engine class methods. Enabling this slows execution while profiling further. + </member> <member name="debugger/profiler_frame_history_size" type="int" setter="" getter=""> The size of the profiler's frame history. The default value (3600) allows seeing up to 60 seconds of profiling if the project renders at a constant 60 FPS. Higher values allow viewing longer periods of profiling in the graphs, especially when the project is running at high framerates. </member> |