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path: root/core/debugger/remote_debugger.cpp
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* Merge pull request #38522 from ThakeeNathees/printing-empty-string-fixRémi Verschelde2020-05-071-1/+1
|\ | | | | Fix: printing empty string does nothing in editor output pannel
| * Fix: printing empty string does nothing in editor output pannelThakee Nathees2020-05-071-1/+1
| | | | | | | | Fix: #38490
* | Format remote printerr properly in script debugger outputPouleyKetchoupp2020-05-011-5/+28
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* Rename InputFilter back to InputRémi Verschelde2020-04-281-6/+6
| | | | | | | | | | | | | | | | It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
* Merge pull request #37450 from SkyLucilfer/profilerBugRémi Verschelde2020-04-101-1/+1
|\ | | | | Fix profiler frame number stops updating when window is minimized
| * Fix profiler frame number stops updating when window is minimizedSkyJJ2020-03-311-1/+1
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* | Replace NULL with nullptrlupoDharkael2020-04-021-2/+2
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-9/+9
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Refactored input, goes all via windows now.Juan Linietsky2020-03-261-6/+6
| | | | Also renamed Input to InputFilter because all it does is filter events.
* Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky2020-03-261-1/+2
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* Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky2020-03-261-1/+1
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* Fix various typosluz.paz2020-03-111-1/+1
| | | Found via `codespell`
* Refactor ScriptDebugger.Fabio Alessandrelli2020-03-081-0/+935
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.