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On Linux, thread IDs were not properly assigned with the current approach. The line: `std::thread new_thread(&Thread::callback, _thread_id_hash(thread.get_id()), p_settings, p_callback, p_user);` does not work because the thread ID is not assigned until the thread starts. This PR changes the behavior to use manually generated thread IDs. Additionally, if a thread is (or may have been created) outside Godot, the method `Thread::attach_external_thread` was added. |
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.. | ||
debugger_marshalls.cpp | ||
debugger_marshalls.h | ||
engine_debugger.cpp | ||
engine_debugger.h | ||
engine_profiler.cpp | ||
engine_profiler.h | ||
local_debugger.cpp | ||
local_debugger.h | ||
remote_debugger_peer.cpp | ||
remote_debugger_peer.h | ||
remote_debugger.cpp | ||
remote_debugger.h | ||
script_debugger.cpp | ||
script_debugger.h | ||
SCsub |