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authorJulian Murgia - StraToN <the.straton@gmail.com>2015-07-30 00:03:25 +0200
committerJulian Murgia - StraToN <the.straton@gmail.com>2015-07-30 00:03:25 +0200
commit4ad590b92f02efc95bd2a06a9f4ab3d1ac6d5973 (patch)
treef40d12ac407921a9c873252648f24629542e1a6b /tools/editor/editor_node.cpp
parentf46e340ab541f3fb7c34ebaabbe60c06e842ca1c (diff)
downloadredot-engine-4ad590b92f02efc95bd2a06a9f4ab3d1ac6d5973.tar.gz
Added automatic clear output on Play in Godot Settings
Diffstat (limited to 'tools/editor/editor_node.cpp')
-rw-r--r--tools/editor/editor_node.cpp6
1 files changed, 5 insertions, 1 deletions
diff --git a/tools/editor/editor_node.cpp b/tools/editor/editor_node.cpp
index 7b44f2cad9..3f30e85272 100644
--- a/tools/editor/editor_node.cpp
+++ b/tools/editor/editor_node.cpp
@@ -1564,7 +1564,6 @@ void EditorNode::_run(bool p_current,const String& p_custom) {
Node *scene = editor_data.get_edited_scene_root();
if (!scene) {
-
current_option=-1;
//accept->get_cancel()->hide();
accept->get_ok()->set_text("I see..");
@@ -1645,6 +1644,11 @@ void EditorNode::_run(bool p_current,const String& p_custom) {
editor_data.save_editor_external_data();
}
+ if (bool(EDITOR_DEF("run/always_clear_output_on_play", true))) {
+ print_line("Setting option was set to ON -> clearing");
+ log->clear();
+ }
+
List<String> breakpoints;
editor_data.get_editor_breakpoints(&breakpoints);