summaryrefslogtreecommitdiffstats
path: root/core/debugger/remote_debugger.h
Commit message (Collapse)AuthorAgeFilesLines
* Adding print_rich for printing with BBCodeVoylin2022-06-291-1/+2
|
* Fix more issues found by cppcheck.bruvzg2022-04-201-1/+1
|
* [Debugger] Move most profilers to ServersDebugger.Fabio Alessandrelli2022-02-061-10/+4
| | | | | Also splits bandwidth/rpc profiler (RPCProfiler is now in SceneDebugger).
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Implement toast notifications in the editorGilles Roudière2021-10-141-2/+2
|
* 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 🎆
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-4/+4
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Refactor MethodBind to use variadic templatesreduz2020-10-181-1/+1
| | | | Removed make_binders and the old style generated binders.
* Add support for multiple RemoteDebuggerPeer(s).Fabio Alessandrelli2020-05-121-2/+0
| | | | | It is now possible to register protocol handlers (default tcp://) to support additional debugging communication layers (e.g. websocket).
* Format remote printerr properly in script debugger outputPouleyKetchoupp2020-05-011-1/+10
|
* Replace NULL with nullptrlupoDharkael2020-04-021-4/+4
|
* Refactor ScriptDebugger.Fabio Alessandrelli2020-03-081-0/+114
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.