dc2d8d4dee
Merge pull request #19229 from RandomShaper/fix-focus-steal
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Fix debugger focus stealing
2018-07-05 00:27:08 +02:00
2fcbf9dd81
Fix debugger focus stealing
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At least on Windows, the authorization must be given every time, not only at startup.
2018-05-28 21:49:48 +02:00
5bb412f389
Revert "Make the performance reporting update frequency customizable"
2018-05-28 08:47:09 -03:00
bce002f5c3
Merge pull request #18410 from GodotExplorer/debugger-inherited-variables
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Add inherited variables support for script debugger
2018-05-28 11:59:18 +02:00
228ae60a63
Make the performance reporting update frequency customizable
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The default update frequency has been changed from 1000ms to 250ms.
2018-05-18 11:49:21 +02:00
80b9edf0f6
Merge pull request #16893 from GodotExplorer/debugger-improvement-3
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Save runtime node as scene from remote scene tree.
2018-05-07 16:41:34 -03:00
7e499683a2
Send inherited variables and constants from remote debugger
2018-04-29 20:27:20 +08:00
24e6361cba
Save runtime node as scene from the remote scene tree.
2018-02-22 10:00:13 +08:00
612ab4bbc6
Fix typos with codespell
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Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
2018-02-21 19:46:06 +01:00
10f0451cc2
Remote debugger send the real instance of WeakRef referenced to
2018-01-23 17:17:35 +08:00
5be356b72f
Mono: Implement stack info for errors and exceptions
2018-01-09 17:19:03 +01:00
42ee9541fd
Merge pull request #15297 from poke1024/runner-limit-errs
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Limit number of errors and messages sent by runner
2018-01-07 12:38:08 +01:00
e4213e66b2
Add missing copyright headers and fix formatting
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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.
2018-01-05 01:22:23 +01:00
c7c764220c
Limit number of errors and messages sent by runner
2018-01-03 17:23:09 +01:00
6c8ec5a930
Fix crash while the debugger encode a freed object.
2018-01-03 13:58:27 +08:00
4973b7a513
Merge pull request #14916 from poke1024/reduce-startup-time
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Ramp up remote debugger wait time
2018-01-02 11:33:30 +01:00
b50a9114b1
Update copyright statements to 2018
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Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
e6d83a766a
Ramp up remote debugger wait time
2017-12-22 07:17:31 +01:00
13c2ff9320
Style: Apply new clang-format 5.0 style to all files
2017-12-07 08:02:00 +01:00
bc2e8d99e5
Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
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leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
6065b2d177
Merge pull request #11940 from GodotExplorer/debugger
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Enhanced debugger for godot 3.0
2017-11-20 22:55:49 +01:00
fab66af7e9
Move the remote scene tree to the scene tree dock.
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Ignore all script constants in the global section of the breakpoint stack.
Check property size before send to avoid too large of data be sent.
Fix crash while clear the remote objects from the debugger.
2017-11-17 12:01:54 +08:00
ccf76798d5
Send script members, contants and globals to debugger
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Remove remote inspector panel
2017-11-17 09:20:32 +08:00
1d12470a78
Add print_error function, akin to print_line
2017-11-16 21:56:57 -02:00
9b7b46143d
Move singleton management from ProjectSettings to Engine
2017-11-14 15:15:13 +01:00
d645b80e46
Fix formatting of debug log overflow
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Fixes #12087 .
2017-10-16 22:10:11 +02:00
4537977d6d
Renamed fixed_process to physics_process
2017-09-30 16:19:07 +02:00
b2a38854fd
Fix unused variable warnings
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The forth in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-08 15:03:53 +02:00
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
533014b88c
simplify the way window is allowed to steal focus, no longer relying on project.godot. Closes #9459
2017-08-20 23:42:54 -03:00
dc62389739
-Properly check limits to objects sent (regarding to size), fixes #9034
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-Changed the way objects are marshalled and sent to the debugger
-Editing debugged objects happens in the remote inspector now
2017-08-18 10:59:31 -03:00
00f6c85928
Synchronize parameter names in definition and declaration
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Fixes #10244 .
2017-08-16 17:22:23 +02:00
6d112a68b6
Moved member variables from constructor to initialization list
2017-08-08 21:43:19 -04:00
90a595ac42
Set some reasonable limits for sending information to the debugger, closes #5848
2017-08-08 20:55:22 -03:00
5ae78fdf6a
Makes all Godot API's methods Lower Case
2017-08-07 18:24:35 +07:00
76005a8e75
Style: Apply clang-format on all files
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Thus fixing some invalid changes that had still made it to the master branch.
2017-07-30 22:53:40 +02:00
748240b090
Fix misplaced quote in error messsage
2017-07-27 01:26:30 +02:00
25678b1876
-Renamed GlobalConfig to ProjectSettings, makes more sense.
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-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
bbada82f80
-Reorganized all properties of project settings (Sorry, Again).
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(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
98a3296702
Removal of Image from Variant, converted to a Resource.
2017-05-17 07:37:45 -03:00
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
debeee56f7
Fix typos in source code using codespell
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From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
5dbf1809c6
A Whole New World (clang-format edition)
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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
2017-03-05 16:44:50 +01:00
de0045cf1b
-renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
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-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
3890256fc5
Style: Cleanups, added headers, renamed files
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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).
2017-01-16 08:04:23 +01:00
dcb95ec147
removed duplicated functions in class hierarchy that were bound more than once
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added a check to detect this case in the future
2017-01-14 11:10:42 -03:00
e53c247cb1
Created new Engine singleton, and moved engine related OS functions to it.
2017-01-13 12:51:14 -03:00
0f7af4ea51
-Changed most project settings in the engine, so they have major and minor categories.
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-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
2017-01-05 09:16:00 -03:00
118eed485e
ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
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All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
c7bc44d5ad
Welcome in 2017, dear changelog reader!
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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!
2017-01-01 22:03:33 +01:00