Improve editor tooltips related to debugging
Some option names have also been made longer as we can afford using more space to display them.
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ec9302cecc
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a46802f07c
2 changed files with 23 additions and 11 deletions
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@ -121,7 +121,7 @@ void EditorRunNative::_run_native(int p_idx, int p_platform) {
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}
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if (preset.is_null()) {
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EditorNode::get_singleton()->show_warning(TTR("No runnable export preset found for this platform.\nPlease add a runnable preset in the export menu."));
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EditorNode::get_singleton()->show_warning(TTR("No runnable export preset found for this platform.\nPlease add a runnable preset in the Export menu or define an existing preset as runnable."));
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return;
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}
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@ -47,7 +47,7 @@ DebuggerEditorPlugin::DebuggerEditorPlugin(EditorNode *p_editor, MenuButton *p_d
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ED_SHORTCUT("debugger/keep_debugger_open", TTR("Keep Debugger Open"));
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ED_SHORTCUT("debugger/debug_with_external_editor", TTR("Debug with External Editor"));
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// File Server for deploy with remote fs.
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// File Server for deploy with remote filesystem.
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file_server = memnew(EditorFileServer);
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EditorDebuggerNode *debugger = memnew(EditorDebuggerNode);
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@ -59,19 +59,31 @@ DebuggerEditorPlugin::DebuggerEditorPlugin(EditorNode *p_editor, MenuButton *p_d
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PopupMenu *p = debug_menu->get_popup();
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p->set_hide_on_checkable_item_selection(false);
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p->add_check_shortcut(ED_SHORTCUT("editor/deploy_with_remote_debug", TTR("Deploy with Remote Debug")), RUN_DEPLOY_REMOTE_DEBUG);
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p->set_item_tooltip(p->get_item_count() - 1, TTR("When exporting or deploying, the resulting executable will attempt to connect to the IP of this computer in order to be debugged."));
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p->add_check_shortcut(ED_SHORTCUT("editor/small_deploy_with_network_fs", TTR("Small Deploy with Network FS")), RUN_FILE_SERVER);
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p->set_item_tooltip(p->get_item_count() - 1, TTR("When this option is enabled, export or deploy will produce a minimal executable.\nThe filesystem will be provided from the project by the editor over the network.\nOn Android, deploy will use the USB cable for faster performance. This option speeds up testing for games with a large footprint."));
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p->set_item_tooltip(
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p->get_item_count() - 1,
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TTR("When this option is enabled, using one-click deploy will make the executable attempt to connect to this computer's IP so the running project can be debugged.\nThis option is intended to be used for remote debugging (typically with a mobile device).\nYou don't need to enable it to use the GDScript debugger locally."));
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p->add_check_shortcut(ED_SHORTCUT("editor/small_deploy_with_network_fs", TTR("Small Deploy with Network Filesystem")), RUN_FILE_SERVER);
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p->set_item_tooltip(
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p->get_item_count() - 1,
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TTR("When this option is enabled, using one-click deploy for Android will only export an executable without the project data.\nThe filesystem will be provided from the project by the editor over the network.\nOn Android, deploying will use the USB cable for faster performance. This option speeds up testing for projects with large assets."));
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p->add_separator();
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p->add_check_shortcut(ED_SHORTCUT("editor/visible_collision_shapes", TTR("Visible Collision Shapes")), RUN_DEBUG_COLLISONS);
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p->set_item_tooltip(p->get_item_count() - 1, TTR("Collision shapes and raycast nodes (for 2D and 3D) will be visible on the running game if this option is turned on."));
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p->set_item_tooltip(
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p->get_item_count() - 1,
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TTR("When this option is enabled, collision shapes and raycast nodes (for 2D and 3D) will be visible in the running project."));
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p->add_check_shortcut(ED_SHORTCUT("editor/visible_navigation", TTR("Visible Navigation")), RUN_DEBUG_NAVIGATION);
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p->set_item_tooltip(p->get_item_count() - 1, TTR("Navigation meshes and polygons will be visible on the running game if this option is turned on."));
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p->set_item_tooltip(
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p->get_item_count() - 1,
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TTR("When this option is enabled, navigation meshes and polygons will be visible in the running project."));
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p->add_separator();
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p->add_check_shortcut(ED_SHORTCUT("editor/sync_scene_changes", TTR("Sync Scene Changes")), RUN_LIVE_DEBUG);
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p->set_item_tooltip(p->get_item_count() - 1, TTR("When this option is turned on, any changes made to the scene in the editor will be replicated in the running game.\nWhen used remotely on a device, this is more efficient with network filesystem."));
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p->add_check_shortcut(ED_SHORTCUT("editor/sync_script_changes", TTR("Sync Script Changes")), RUN_RELOAD_SCRIPTS);
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p->set_item_tooltip(p->get_item_count() - 1, TTR("When this option is turned on, any script that is saved will be reloaded on the running game.\nWhen used remotely on a device, this is more efficient with network filesystem."));
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p->add_check_shortcut(ED_SHORTCUT("editor/sync_scene_changes", TTR("Synchronize Scene Changes")), RUN_LIVE_DEBUG);
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p->set_item_tooltip(
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p->get_item_count() - 1,
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TTR("When this option is enabled, any changes made to the scene in the editor will be replicated in the running project.\nWhen used remotely on a device, this is more efficient when the network filesystem option is enabled."));
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p->add_check_shortcut(ED_SHORTCUT("editor/sync_script_changes", TTR("Synchronize Script Changes")), RUN_RELOAD_SCRIPTS);
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p->set_item_tooltip(
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p->get_item_count() - 1,
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TTR("When this option is enabled, any script that is saved will be reloaded in the running project.\nWhen used remotely on a device, this is more efficient when the network filesystem option is enabled."));
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// Multi-instance, start/stop
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instances_menu = memnew(PopupMenu);
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