Commit Graph

37 Commits

Author SHA1 Message Date
kobewi
4e88fb87b6 Don't store values when loading them 2024-03-07 15:01:12 +01:00
Muller-Castro
1638c1b28f Add const lvalue ref to editor/* container parameters 2024-02-26 15:28:15 -03:00
rune-scape
cde478bda6 Hot-reload only changed scripts 2024-01-02 17:56:52 -08:00
Saracen
3defc17646 Fix debugger behaviour with multi-session debugging:
Fixes script editor debug menu on sessions other than 1
Fixes breakpoint toggle from menu in sessions other than 1
Removes execution display when switching to non-breaked sessions
2023-10-06 19:20:37 +01:00
Yuri Sizov
d8ff69d53c Extract ScriptInstance to simplify includes
This allows to include script_instance.h directly in the
generated gdvirtual.gen.inc, and remove excessive includes
from the codebase.

This should also allow Resource to use GDVIRTUAL macros,
which wasn't possible previously due to a circular dependency.
2023-09-06 22:54:38 +02:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Fabio Alessandrelli
aa80cfac97 [Editor] Add button to keep the debug server open.
The setting is stored in the project editor metadata, and the server is
automatically started/stopped when the option change (only stopped if no
session is currently active).

The CLI option `--debug-server` now also forces the server to stay open
(without saving the state, unlike the menu option).

This commit also removes the "Keep debugger open" option in the script
editor "debug" menu. That option was really confusing, it used to hide
the bottom panel if and only if the debugger pane was selected, so if
you had your output log open instead (default when pressing play) it
would effectively do nothing. Having an option to save a click in such
a very specific case seems very overkill.
2022-11-25 11:02:55 +01:00
Rémi Verschelde
6d2a7cb46d
Merge pull request #68709 from MewPurPur/instance-begone-part3
Remove more instances of 'instance' being used as a verb
2022-11-16 14:41:42 +01:00
VolTer
3b4f5f8a04 Remove more instances of 'instance' being used as a verb 2022-11-16 14:01:53 +01:00
Fabio Alessandrelli
d568b25e36 [Editor] Better expose EditorDebuggerPlugin.
Now splitted into two classes:
- EditorDebuggerPlugin (RefCounted).
- EditorDebuggerSession (abstract).

This allows the EditorPlugin to be in control of the debugger plugin
lifecycle, be notified when sessions are created, and customize each of
them independently.

We should slowly transition the various profilers and captures in
ScriptEditorDebugger to their own plugins, and decouple
ScriptEditorDebugger from it's UI part (making it the "real"
EditorDebuggerSession potentially dropping the wrappers).
2022-11-14 14:55:22 +01:00
Micky
809dad907a Add buttons in Remote Scene Tree
A Scene button to any scene instantiated from file. When clicked, it opens the original PackedScene.

A toggle visibility button is also available.
2022-10-20 18:02:41 +02:00
kobewi
ece3df3938 Add per-scene UndoRedo 2022-08-22 18:05:10 +02:00
Rémi Verschelde
90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
reduz
141c375581 Clean up Hash Functions
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
2022-06-20 12:54:19 +02:00
kobewi
79c7d5b2ab Fix Debugger tab not updating when clearing errors 2022-06-06 01:27:09 +02:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Hugo Locurcio
180e5d3028
Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
reduz
21637dfc25 Remove VARIANT_ARG* macros
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
2022-03-09 18:39:13 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Nathan Franke
de7873c2d8
Auto-Increment Debugger Port
Note: This PR also changes the port of the GDScript Language Server from 6008 to 6005. This opens enough ports above the debug port (6007) for this change to be useful.
2021-12-04 15:25:13 -06:00
Fabio Alessandrelli
ecb2e8297c [Editor] Editor debugger binds according to editor settings. 2021-08-29 18:03:12 +02:00
requizm
3d3f64f949 Fix camera override not working 2021-08-21 21:24:09 +03:00
Ev1lbl0w
7bccd5487e
Implemented initial DAP support
Implemented "output" event

Refactored "seq" field generation

Prevent debugging when editor and client are in different projects

Removed unneeded references to peer on the parser

Refactored way to detect project path

Implemented "setBreakpoints" request

Fix double events when terminating from client

Refactored "stopped" event

Implemented "stopped" with breakpoint event

Implemented "stackTrace", "scopes" and "variables" request

Report incoming number of stack dump variables

Implemented proper reporting of scopes and variables from stack frames

Prevent editor from grabbing focus when a DAP session is active

Implemented "next" and "stepIn" requests

Implemented "Source" checksum computing

Switched expected errors from macros to silent guards

Refactored message_id

Respect client settings regarding lines/columns behavior

Refactored nested DAP fields

Implement reporting of "Members" and "Globals" scopes as well

Fix error messages not being shown, and improved wrong path message
2021-08-02 10:43:35 +01:00
reduz
6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00
Rémi Verschelde
090361f3c9
Debugger: Save options in project metadata
Fixes #19542.
2020-11-17 13:03:37 +01:00
simpu
ea2eaf8c27 Added debugger plugin support
Changes:
* EngineDebugger is exposed to gdscript. Game side of communication can be implemented through it.
* EditorDebuggerPlugin is added which handles the editor side of communication.
2020-08-26 11:24:51 +05:30
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Fabio Alessandrelli
d79e28c302 Support multiple debug protocols. 2020-05-12 15:09:13 +02:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Fabio Alessandrelli
540ca05a80 Threaded networking for editor debugger. 2020-03-08 12:16:09 +01:00
Fabio Alessandrelli
f72905aa29 Fix Breakpoint compare in new Debugger.
Only used to keep the hashmap, but clearly bogus.
2020-02-23 14:15:22 +01:00
Michael Alexsander
8017a44098 Fix visuals of the new debugger editor 2020-02-22 12:39:44 -03:00
Fabio Alessandrelli
cbc450c0e5 Huge Debugger/EditorDebugger refactor. 2020-02-21 11:12:03 +01:00