Juan Linietsky
f071c82742
remove (for now) the next/prev instance buttons in debugger, closes #4993
2016-06-11 21:40:51 -03:00
Juan Linietsky
9e745b920f
Ability to reload scripts on running game
2016-06-01 20:31:42 -03:00
DimOkGamer
0fc4f1bcf4
Added more translatable strings in code. Updated template tools.pot.
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also improved Russian localization.
2016-05-30 21:47:53 +03:00
Juan Linietsky
9b1f8230ec
-Some fixes to OSX retina scaling for window functions
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-Implemented HiDPI detection and support for Godot Editor!
2016-05-30 00:28:29 -03:00
Ignacio Etcheverry
ea9cde8842
Debugger: show error message if description is not available
2016-05-25 22:57:41 +02:00
Juan Linietsky
d3495b128a
-Improve resource previews
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-Also fixed draw_texture_rect() tile parameter
2016-05-23 17:11:49 -03:00
Juan Linietsky
b2a4908e9c
Real-Time Remote Inspector support
2016-05-22 19:29:06 -03:00
Juan Linietsky
eacb8f04c4
Merge remote-tracking branch 'origin/master'
2016-05-21 22:34:55 -03:00
Juan Linietsky
a75f896338
First version of Profiler
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It is now possible to profile GDScript as well as some parts of Godot
internals.
2016-05-21 21:18:16 -03:00
Rémi Verschelde
00d8f86044
i18n: Second pass at proofreading
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Mostly removing commented out strings, plus a few critical ones
that should not be translated.
2016-05-21 01:27:27 +02:00
Rémi Verschelde
94c34ff890
i18n: Proofreading of all strings
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Done to ensure that no important identifiers are translatable,
to fix compound strings using the new vformat() function, and
some general English proofreading here and there.
2016-05-21 00:21:57 +02:00
Juan Linietsky
567cb691ec
Modified editor strings to be translatable in the future
2016-05-03 22:25:37 -03:00
Rémi Verschelde
8ceab5ddaf
Debugger: Fix breaked signal binding ( #4508 )
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Closes #4270 .
2016-05-01 23:06:30 +02:00
Rémi Verschelde
87517c564b
Merge pull request #3436 from neikeq/rm_dbg_x
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Removed debugger X (hide) button
2016-01-25 11:02:26 +01:00
Juan Linietsky
31a4762fea
Merge pull request #3435 from neikeq/output_focus_steal
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Fix Output panel annoying focus steal
2016-01-25 00:30:14 -03:00
Ignacio Etcheverry
dd197cd6d3
Removed debugger X (hide) button
2016-01-24 16:44:59 +01:00
Ignacio Etcheverry
a3e4914355
Fix Output panel annoying focus steal
2016-01-24 16:26:03 +01:00
Juan Linietsky
6c27df8df6
-Fixes a bunch of stdout errors, closes #2763 closes #2731
2016-01-23 19:51:51 -03:00
Juan Linietsky
74a48a0140
-Massive editor dialog cleanup
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-Added a bottom menu list
2016-01-17 20:03:57 -03:00
Franklin Sobrinho
514eed4072
Fix debugger close button and script editor "Show Debugger"
2016-01-08 16:43:50 -03:00
George Marques
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
Franklin Sobrinho
df57239f7f
Remove last remaining variables of PR-3043
2015-12-12 18:15:31 -03:00
Juan Linietsky
e19f176765
fix broken merge
2015-12-12 10:21:22 -03:00
Juan Linietsky
a2d817405e
Merge branch 'master' of https://github.com/godotengine/godot
2015-12-12 10:14:13 -03:00
Juan Linietsky
cd4c3f4d12
-added option to keep debugger open, fixes #3031
2015-12-12 10:09:50 -03:00
Franklin Sobrinho
4d644ca997
Script debugger remains visible when using Debug->Show Debugger
2015-12-12 10:04:51 -03:00
Franklin Sobrinho
2e1b4ecf4b
Fix small memory leak
2015-10-28 10:34:02 -03:00
Juan Linietsky
b59c86f6f9
-Ability to debug video memory usage
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-Small fix to xml saver (swapping > and <)
2015-10-21 09:50:44 -03:00
Juan Linietsky
b5011d9bf1
-Fixes on atlas import to save memory if mipmaps are not used
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-Make the video memory visible to improve debugging
2015-10-20 19:19:19 -03:00
Juan Linietsky
8280bb0de0
more debugger fixes
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-setting/clearing breakpoints during run-time now works
-multi-line strings resulted in wrong line numbers in bytecode, fixed
2015-08-04 20:17:39 -03:00
Juan Linietsky
d1da2c2995
error debugger
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shows the list of errors that happened during running the game, traces
can be analyzed
2015-08-04 09:47:32 -03:00
Juan Linietsky
cbee679bd7
live debug fixes
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removing node in live debugging fixed
2015-08-02 20:28:10 -03:00
Juan Linietsky
59961c9914
Live edit WORK IN PROGRESS
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1) press the heart while the game is running
2) select a scene to live edit from the opened scenes
3) edit/add/remove nodes or resources, change their properties, etc.
4) watch changes reflected in running game, in all places this scene is
edited
5) It's not perfect obviously, but the aim of it is to try to reflect
your changes as best as possible in the running game.
2015-08-02 12:30:01 -03:00
Juan Linietsky
fdaa2920eb
Updated copyright year in all headers
2015-04-18 14:38:54 -03:00
Maximillian
f1b9994cbc
Fix process being debugged has exited pop up #1128
2015-01-08 09:14:56 -07:00
Juan Linietsky
0dbedd18fc
SceneMainLoop -> SceneTree
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-=-=-=-=-=-=-=-=-=-=-=-=-=-
*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree
Other stuff:
-Shower of bullets demo
-Fixes all around
2014-11-05 21:20:42 -03:00
Juan Linietsky
58cda02a38
-fixed export templates not loading/exporting on Windows
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-fixed TouchScreenButton with stretch2d
-fixed(?) OSX crash on startup (test!!)
-compilation fixes on windows
-CollisionPolygon editor works again
-find buttons en find dialog
-TileMap editor cleanup (removed "error", made nicer)
-viewport flicker fixed
-make .scn default extension for saving scenes
-export the rest of the network classes to gdscript
2014-02-13 18:03:28 -03:00
Juan Linietsky
0b806ee0fc
GODOT IS OPEN SOURCE
2014-02-09 22:10:30 -03:00