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* Replace NULL with nullptrlupoDharkael2020-04-021-14/+14
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* Added a Window node, and made it the scene root.Juan Linietsky2020-03-261-1/+1
| | | | Still a lot of work to do.
* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-16/+16
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* Refactor ScriptDebugger.Fabio Alessandrelli2020-03-081-8/+13
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Fix debugger crash inspecting freed object.Fabio Alessandrelli2020-02-251-5/+9
| | | | | | This seems to be the correct way to validate a reference. Why is cast_to failing? Is this the correct way of checking if the object is valid?
* Huge Debugger/EditorDebugger refactor.Fabio Alessandrelli2020-02-211-0/+867