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Move the remote scene tree to the scene tree dock.
Ignore all script constants in the global section of the breakpoint stack. Check property size before send to avoid too large of data be sent. Fix crash while clear the remote objects from the debugger.
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@@ -1150,6 +1150,8 @@ void ScriptEditorDebugger::start() {
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EditorNode::get_log()->add_message(String("Error listening on port ") + itos(remote_port), true);
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return;
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}
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EditorNode::get_singleton()->get_scene_tree_dock()->show_remote_tree();
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set_process(true);
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}
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@@ -1186,6 +1188,7 @@ void ScriptEditorDebugger::stop() {
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EditorNode::get_singleton()->get_pause_button()->set_pressed(false);
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EditorNode::get_singleton()->get_pause_button()->set_disabled(true);
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EditorNode::get_singleton()->get_scene_tree_dock()->hide_remote_tree();
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if (hide_on_stop) {
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if (is_visible_in_tree())
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@@ -1662,6 +1665,9 @@ void ScriptEditorDebugger::_set_remote_object(ObjectID p_id, ScriptEditorDebugge
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void ScriptEditorDebugger::_clear_remote_objects() {
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for (Map<ObjectID, ScriptEditorDebuggerInspectedObject *>::Element *E = remote_objects.front(); E; E = E->next()) {
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if (editor->get_editor_history()->get_current() == E->value()->get_instance_id()) {
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editor->push_item(NULL);
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}
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memdelete(E->value());
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}
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remote_objects.clear();
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@@ -1825,18 +1831,11 @@ ScriptEditorDebugger::ScriptEditorDebugger(EditorNode *p_editor) {
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tabs->add_child(error_split);
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}
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{ // inquire
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inspect_info = memnew(HSplitContainer);
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inspect_info->set_name(TTR("Remote Inspector"));
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tabs->add_child(inspect_info);
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VBoxContainer *info_left = memnew(VBoxContainer);
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info_left->set_h_size_flags(SIZE_EXPAND_FILL);
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inspect_info->add_child(info_left);
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{ // remote scene tree
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inspect_scene_tree = memnew(Tree);
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info_left->add_margin_child(TTR("Live Scene Tree:"), inspect_scene_tree, true);
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EditorNode::get_singleton()->get_scene_tree_dock()->add_remote_tree_editor(inspect_scene_tree);
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inspect_scene_tree->set_v_size_flags(SIZE_EXPAND_FILL);
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inspect_scene_tree->connect("cell_selected", this, "_scene_tree_selected");
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inspect_scene_tree->connect("item_collapsed", this, "_scene_tree_folded");
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