summaryrefslogtreecommitdiffstats
path: root/core/debugger/engine_debugger.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Fixes small typos and grammar correctionAnshul7sp12021-03-121-1/+1
|
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Merge pull request #44593 from madmiraal/rename-mainloop-methodsRémi Verschelde2020-12-281-3/+3
|\ | | | | Rename MainLoop methods to match Node methods
| * Rename MainLoop methods to match Node methodsMarcel Admiraal2020-12-221-3/+3
| |
* | Rename empty() to is_empty()Marcel Admiraal2020-12-281-1/+1
|/
* Remove String::find_last (same as rfind)Stijn Hinlopen2020-07-031-1/+1
|
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-8/+16
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-1/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Add support for multiple RemoteDebuggerPeer(s).Fabio Alessandrelli2020-05-121-15/+29
| | | | | It is now possible to register protocol handlers (default tcp://) to support additional debugging communication layers (e.g. websocket).
* Replace NULL with nullptrlupoDharkael2020-04-021-5/+5
|
* Fix -Wshadow=local warning in EngineDebuggerRémi Verschelde2020-03-101-3/+3
|
* Refactor ScriptDebugger.Fabio Alessandrelli2020-03-081-0/+186
EngineDebugger is the new interface to access the debugger. It tries to be as agnostic as possible on the data that various subsystems can expose. It allows 2 types of interactions: - Profilers: A subsystem can register a profiler, assigning it a unique name. That name can be used to activate the profiler or add data to it. The registered profiler can be composed of up to 3 functions: - Toggle: called when the profiler is activated/deactivated. - Add: called whenever data is added to the debugger (via `EngineDebugger::profiler_add_frame_data`) - Tick: called every frame (during idle), receives frame times. - Captures: (Only relevant in remote debugger for now) A subsystem can register a capture, assigning it a unique name. When receiving a message, the remote debugger will check if it starts with `[prefix]:` and call the associated capture with name `prefix`. Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new profiler system. Port SceneDebugger and RemoteDebugger to the new capture system. The LocalDebugger also uses the new profiler system for scripts profiling.