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Many fixes to script editor remote debugger, closes #13346

This commit is contained in:
Juan Linietsky
2018-11-11 09:14:06 -03:00
parent c3023e84c2
commit d16ce4a8ed
3 changed files with 33 additions and 9 deletions

View File

@@ -5286,10 +5286,13 @@ EditorNode::EditorNode() {
p->add_check_item(TTR("Visible Navigation"), RUN_DEBUG_NAVIGATION);
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."));
p->add_separator();
//those are now on by default, since they are harmless
p->add_check_item(TTR("Sync Scene Changes"), RUN_LIVE_DEBUG);
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."));
p->set_item_checked(p->get_item_count() - 1, true);
p->add_check_item(TTR("Sync Script Changes"), RUN_RELOAD_SCRIPTS);
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."));
p->set_item_checked(p->get_item_count() - 1, true);
p->connect("id_pressed", this, "_menu_option");
menu_hb->add_spacer();