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path: root/editor/editor_profiler.cpp
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* Update editor debugger to new remote debugger.Fabio Alessandrelli2020-03-081-773/+0
| | | | | Shared RemoteDebuggerPeer code between client and server. Move editor profilers inside editor/debugger folder.
* Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-22/+11
| | | | | | | | | Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-11/+11
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-3/+1
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Texture refactorJuan Linietsky2020-02-111-2/+2
| | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* Merge pull request #35727 from Calinou/profiler-set-background-colorRémi Verschelde2020-02-061-18/+19
|\ | | | | Use the editor background color for the profiler graph
| * Use the editor background color for the profiler graphHugo Locurcio2020-01-301-18/+19
| | | | | | | | This leads to a better appearance compared to using pure black.
* | Display times as milliseconds in the profiler and performance monitorsHugo Locurcio2020-01-241-17/+13
|/ | | | Small values are easier to read as milliseconds compared to seconds.
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Make right align for calls number in Profilervolzhs2019-12-181-0/+1
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* Range: Remove min/max check added in #33908Rémi Verschelde2019-11-261-2/+1
| | | | | | | | | | | | | | | | | | This wasn't a very good idea as it puts too strict requirements on how to set `min` and `max` values. For example, since the default min and max are 0 and 100, this triggers an error: ``` set_min(256) set_max(16384) ``` Since `min` will be higher than `max` temporarily. It can be worked around by setting max first, but it's not really intuitive. I'll relax the requirement as it's only a problem in `get_as_ratio`, which already has a check. Fix another min == max occurrence.
* Added release function to PoolVector::Access.Ibrahn Sahir2019-07-061-1/+1
| | | | | | For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope)
* Some code changed with Clang-Tidyqarmin2019-06-261-4/+0
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* Add CSV export to profiling datalupoDharkael2019-03-281-0/+57
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* Profiler list functions from max to less expensiveRanoller2019-01-261-1/+1
| | | Solves https://github.com/godotengine/godot/issues/25328 and partially https://github.com/godotengine/godot/issues/5682
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Remove redundant "== false" codeAaron Franke2018-10-061-1/+1
| | | | | | Some of this code has been re-organized. f
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Fix for p_width - 1=-1 out of sizeMarcin Zawiejski2018-08-281-3/+2
| | | | | Fixes a zero-size image creation by moving the profiler plot update call to the Clear button handler so it is not called during initialization.
* Make some debug prints verbose-only, remove othersRémi Verschelde2018-08-241-1/+0
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* Fix clear button not clearing plot when stoppedMarcin Zawiejski2018-08-241-1/+3
| | | | Fixes the profiler Clear button that did not clear the profiler plot if the profiler was stopped.
* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-13/+13
| | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* Add a Clear button to the profilerMarcelo Fernandez2018-06-231-4/+15
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* Fix profiler not updating on realtimeMarcelo Fernandez2018-06-191-2/+2
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Some untranslated UI stringsUnknown2017-12-021-3/+3
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* Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-251-1/+1
| | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* Refactor Fixed to PhysicsPoommetee Ketson2017-10-211-1/+1
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* Renamed fixed_process to physics_processAndreaCatania2017-09-301-4/+4
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* Fixed a lot of HiDPI metrics.Daniel J. Ramirez2017-09-181-6/+5
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Several ui improvements (mostly margins)Daniel J. Ramirez2017-08-081-4/+3
| | | | | | Improved colors Added some missing icons
* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-1/+1
| | | | Make the naming consistent with other classes.
* Fix incorrect input event reference in editor_profiler.cppCarter Anderson2017-05-271-1/+1
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-5/+9
| | | | this might cause bugs I haven't found yet..
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-2/+4
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-314/+249
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-0/+784
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.