godot/servers/physics_2d
Fabio Alessandrelli b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
..
area_2d_sw.cpp Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
area_2d_sw.h ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
area_pair_2d_sw.cpp
area_pair_2d_sw.h
body_2d_sw.cpp Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
body_2d_sw.h ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
body_pair_2d_sw.cpp
body_pair_2d_sw.h
broad_phase_2d_basic.cpp
broad_phase_2d_basic.h
broad_phase_2d_hash_grid.cpp
broad_phase_2d_hash_grid.h
broad_phase_2d_sw.cpp
broad_phase_2d_sw.h
collision_object_2d_sw.cpp ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
collision_object_2d_sw.h
collision_solver_2d_sat.cpp
collision_solver_2d_sat.h
collision_solver_2d_sw.cpp
collision_solver_2d_sw.h
constraint_2d_sw.h
joints_2d_sw.cpp
joints_2d_sw.h
physics_2d_server_sw.cpp Refactor ScriptDebugger. 2020-03-08 12:36:39 +01:00
physics_2d_server_sw.h ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
physics_2d_server_wrap_mt.cpp Drop old semaphore implementation 2020-03-03 13:20:42 +01:00
physics_2d_server_wrap_mt.h Drop old semaphore implementation 2020-03-03 13:20:42 +01:00
SCsub
shape_2d_sw.cpp Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT. 2020-02-25 12:55:53 +01:00
shape_2d_sw.h
space_2d_sw.cpp Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT. 2020-02-25 12:55:53 +01:00
space_2d_sw.h ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
step_2d_sw.cpp
step_2d_sw.h