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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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@@ -33,7 +33,7 @@
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#include "gdscript_compiler.h"
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#include "global_constants.h"
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#include "os/file_access.h"
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#include "project_settings.h"
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#include "core/engine.h"
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#ifdef TOOLS_ENABLED
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#include "editor/editor_file_system.h"
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@@ -287,7 +287,7 @@ ScriptInstance *GDScriptLanguage::debug_get_stack_level_instance(int p_level) {
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ERR_FAIL_INDEX_V(p_level, _debug_call_stack_pos, NULL);
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int l = _debug_call_stack_pos - p_level - 1;
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GDInstance *instance = _call_stack[l].instance;
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ScriptInstance *instance = _call_stack[l].instance;
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return instance;
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}
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@@ -297,14 +297,27 @@ void GDScriptLanguage::debug_get_globals(List<String> *p_globals, List<Variant>
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const Map<StringName, int> &name_idx = GDScriptLanguage::get_singleton()->get_global_map();
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const Variant *globals = GDScriptLanguage::get_singleton()->get_global_array();
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List<Pair<String, Variant> > cinfo;
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get_public_constants(&cinfo);
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for (const Map<StringName, int>::Element *E = name_idx.front(); E; E = E->next()) {
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if (ClassDB::class_exists(E->key()) || ProjectSettings::get_singleton()->has_singleton(E->key()) || E->key() == "PI" || E->key() == "INF" || E->key() == "NAN")
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if (ClassDB::class_exists(E->key()) || Engine::get_singleton()->has_singleton(E->key()))
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continue;
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bool is_script_constant = false;
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for (List<Pair<String, Variant> >::Element *CE = cinfo.front(); CE; CE = CE->next()) {
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if (CE->get().first == E->key()) {
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is_script_constant = true;
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break;
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}
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}
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if (is_script_constant)
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continue;
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const Variant &var = globals[E->value()];
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if (Object *obj = var) {
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if (Object::cast_to<GDNativeClass>(obj))
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if (Object::cast_to<GDScriptNativeClass>(obj))
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continue;
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}
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