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Add "Game" editor for better runtime debugging
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@@ -105,6 +105,7 @@ ScriptEditorDebugger *EditorDebuggerNode::_add_debugger() {
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node->connect("breakpoint_selected", callable_mp(this, &EditorDebuggerNode::_error_selected).bind(id));
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node->connect("clear_execution", callable_mp(this, &EditorDebuggerNode::_clear_execution));
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node->connect("breaked", callable_mp(this, &EditorDebuggerNode::_breaked).bind(id));
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node->connect("remote_tree_select_requested", callable_mp(this, &EditorDebuggerNode::_remote_tree_select_requested).bind(id));
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node->connect("remote_tree_updated", callable_mp(this, &EditorDebuggerNode::_remote_tree_updated).bind(id));
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node->connect("remote_object_updated", callable_mp(this, &EditorDebuggerNode::_remote_object_updated).bind(id));
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node->connect("remote_object_property_updated", callable_mp(this, &EditorDebuggerNode::_remote_object_property_updated).bind(id));
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@@ -637,6 +638,13 @@ void EditorDebuggerNode::request_remote_tree() {
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get_current_debugger()->request_remote_tree();
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}
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void EditorDebuggerNode::_remote_tree_select_requested(ObjectID p_id, int p_debugger) {
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if (p_debugger != tabs->get_current_tab()) {
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return;
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}
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remote_scene_tree->select_node(p_id);
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}
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void EditorDebuggerNode::_remote_tree_updated(int p_debugger) {
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if (p_debugger != tabs->get_current_tab()) {
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return;
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