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* Fix unused variable warningsHein-Pieter van Braam2017-09-081-0/+3
| | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* simplify the way window is allowed to steal focus, no longer relying on ↵Juan Linietsky2017-08-201-2/+0
| | | | project.godot. Closes #9459
* -Properly check limits to objects sent (regarding to size), fixes #9034Juan Linietsky2017-08-181-37/+23
| | | | | -Changed the way objects are marshalled and sent to the debugger -Editing debugged objects happens in the remote inspector now
* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-18/+18
| | | | Fixes #10244.
* Moved member variables from constructor to initialization listWilson E. Alvarez2017-08-081-19/+19
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* Set some reasonable limits for sending information to the debugger, closes #5848Juan Linietsky2017-08-081-0/+1
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-3/+3
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* Style: Apply clang-format on all filesRémi Verschelde2017-07-301-1/+1
| | | | Thus fixing some invalid changes that had still made it to the master branch.
* Fix misplaced quote in error messsagePedro J. Estébanez2017-07-271-1/+1
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-4/+4
| | | | -Added system for feature overrides, it's pretty cool :)
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-2/+2
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-3/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-374/+313
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-0/+2
| | | | | | | | | Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
* removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky2017-01-141-5/+5
| | | | added a check to detect this case in the future
* Created new Engine singleton, and moved engine related OS functions to it.Juan Linietsky2017-01-131-1/+1
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* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-4/+4
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-2/+2
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Merge pull request #6479 from RandomShaper/improve-debug-focusRémi Verschelde2016-10-031-0/+3
|\ | | | | Improve debug focus behavior
| * Improve debug focus behaviorPedro J. Estébanez2016-09-141-0/+3
| | | | | | | | | | Fix focusing debugged game on Windows Add re-focusing editor on continue
* | Show object string cast instead of object id in debuggersupaiku2016-09-061-2/+4
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* Ability to reload scripts on running gameJuan Linietsky2016-06-011-1/+13
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* Real-Time Remote Inspector supportJuan Linietsky2016-05-221-0/+99
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* First version of ProfilerJuan Linietsky2016-05-211-1/+201
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* -Restore mouse on X11 when debugger break happens, closes #2232Juan Linietsky2016-01-021-1/+8
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Ability to debug video memory usageJuan Linietsky2015-10-211-0/+30
| | | | -Small fix to xml saver (swapping > and <)
* -Merged the file server with the live editing and remote debugJuan Linietsky2015-08-061-1/+5
| | | | -It is now really easy to deploy an android build with debug, and debug it
* more debugger fixesJuan Linietsky2015-08-041-0/+16
| | | | | -setting/clearing breakpoints during run-time now works -multi-line strings resulted in wrong line numbers in bytecode, fixed
* error debuggerJuan Linietsky2015-08-041-2/+121
| | | | | shows the list of errors that happened during running the game, traces can be analyzed
* live debug fixesJuan Linietsky2015-08-021-4/+4
| | | | removing node in live debugging fixed
* Live edit WORK IN PROGRESSJuan Linietsky2015-08-021-3/+112
| | | | | | | | | | 1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -fixed export templates not loading/exporting on WindowsJuan Linietsky2014-02-131-1/+1
| | | | | | | | | | | | -fixed TouchScreenButton with stretch2d -fixed(?) OSX crash on startup (test!!) -compilation fixes on windows -CollisionPolygon editor works again -find buttons en find dialog -TileMap editor cleanup (removed "error", made nicer) -viewport flicker fixed -make .scn default extension for saving scenes -export the rest of the network classes to gdscript
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+441