Many fixes to script editor remote debugger, closes #13346
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c3023e84c2
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3 changed files with 33 additions and 9 deletions
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@ -5286,10 +5286,13 @@ EditorNode::EditorNode() {
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p->add_check_item(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->add_separator();
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//those are now on by default, since they are harmless
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p->add_check_item(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->set_item_checked(p->get_item_count() - 1, true);
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p->add_check_item(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->set_item_checked(p->get_item_count() - 1, true);
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p->connect("id_pressed", this, "_menu_option");
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menu_hb->add_spacer();
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@ -2895,7 +2895,7 @@ ScriptEditor::ScriptEditor(EditorNode *p_editor) {
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restoring_layout = false;
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waiting_update_names = false;
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pending_auto_reload = false;
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auto_reload_running_scripts = false;
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auto_reload_running_scripts = true;
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members_overview_enabled = EditorSettings::get_singleton()->get("text_editor/open_scripts/show_members_overview");
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help_overview_enabled = EditorSettings::get_singleton()->get("text_editor/help/show_help_index");
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editor = p_editor;
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@ -123,8 +123,8 @@ protected:
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if (!prop_values.has(p_name) || String(p_name).begins_with("Constants/"))
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return false;
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emit_signal("value_edited", p_name, p_value);
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prop_values[p_name] = p_value;
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emit_signal("value_edited", p_name, p_value);
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return true;
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}
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@ -479,6 +479,11 @@ void ScriptEditorDebugger::_parse_message(const String &p_msg, const Array &p_da
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debugObj->connect("value_edited", this, "_scene_tree_property_value_edited");
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}
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int old_prop_size = debugObj->prop_list.size();
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debugObj->prop_list.clear();
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int new_props_added = 0;
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Set<String> changed;
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for (int i = 0; i < properties.size(); i++) {
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Array prop = properties[i];
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@ -511,19 +516,35 @@ void ScriptEditorDebugger::_parse_message(const String &p_msg, const Array &p_da
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}
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}
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if (is_new_object) {
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//don't update.. it's the same, instead refresh
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//always add the property, since props may have been added or removed
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debugObj->prop_list.push_back(pinfo);
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}
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if (!debugObj->prop_values.has(pinfo.name)) {
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new_props_added++;
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debugObj->prop_values[pinfo.name] = var;
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} else {
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if (bool(Variant::evaluate(Variant::OP_NOT_EQUAL, debugObj->prop_values[pinfo.name], var))) {
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debugObj->prop_values[pinfo.name] = var;
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changed.insert(pinfo.name);
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}
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}
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}
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if (editor->get_editor_history()->get_current() != debugObj->get_instance_id()) {
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editor->push_item(debugObj, "");
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} else {
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if (old_prop_size == debugObj->prop_list.size() && new_props_added == 0) {
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//only some may have changed, if so, then update those, if exist
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for (Set<String>::Element *E = changed.front(); E; E = E->next()) {
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EditorNode::get_singleton()->get_inspector()->update_property(E->get());
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}
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} else {
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//full update, because props were added or removed
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debugObj->update();
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}
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}
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} else if (p_msg == "message:video_mem") {
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vmem_tree->clear();
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@ -2234,7 +2255,7 @@ ScriptEditorDebugger::ScriptEditorDebugger(EditorNode *p_editor) {
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p_editor->get_undo_redo()->set_method_notify_callback(_method_changeds, this);
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p_editor->get_undo_redo()->set_property_notify_callback(_property_changeds, this);
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live_debug = false;
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live_debug = true;
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last_path_id = false;
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error_count = 0;
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warning_count = 0;
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