godot/servers
Fabio Alessandrelli b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
..
arvr Exposing get_tracker_id for ARVRPositionalTracker to GDScript 2020-03-04 10:22:26 +01:00
audio Reimplement Mutex with C++'s <mutex> 2020-02-26 20:40:10 +01:00
camera Texture refactor 2020-02-11 11:53:26 +01:00
physics Refactor ScriptDebugger. 2020-03-08 12:36:39 +01:00
physics_2d Refactor ScriptDebugger. 2020-03-08 12:36:39 +01:00
visual Merge pull request #36021 from YeldhamDev/intersects_touch_expose 2020-03-04 20:32:20 +01:00
arvr_server.cpp Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT. 2020-02-25 12:55:53 +01:00
arvr_server.h
audio_server.cpp Refactor ScriptDebugger. 2020-03-08 12:36:39 +01:00
audio_server.h Reimplement Mutex with C++'s <mutex> 2020-02-26 20:40:10 +01:00
camera_server.cpp
camera_server.h
navigation_2d_server.cpp Added utility functions to the new NavigationServer: 2020-02-18 17:12:45 +01:00
navigation_2d_server.h Added utility functions to the new NavigationServer: 2020-02-18 17:12:45 +01:00
navigation_server.cpp Flushes commands just before the navigation server is destroyed 2020-02-26 09:42:51 +01:00
navigation_server.h Renamed NavigationMeshInstance to NavigationRegion 2020-02-27 17:42:53 +01:00
physics_2d_server.cpp Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT. 2020-02-25 12:55:53 +01:00
physics_2d_server.h ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
physics_server.cpp Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT. 2020-02-25 12:55:53 +01:00
physics_server.h ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
register_server_types.cpp Refactor ScriptDebugger. 2020-03-08 12:36:39 +01:00
register_server_types.h Yay very basic 3D (only white) finally shows. 2020-02-11 11:59:27 +01:00
SCsub
server_wrap_mt_common.h Reimplement Mutex with C++'s <mutex> 2020-02-26 20:40:10 +01:00
visual_server.cpp Basic fast filtering implementation 2020-02-27 22:30:34 -08:00
visual_server.h Fix MIMPAMPS typos in constants throughout the engine 2020-02-20 01:31:43 +02:00