godot/servers/physics
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
..
joints
area_pair_sw.cpp
area_pair_sw.h
area_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_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_sw.cpp
body_pair_sw.h
body_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_sw.h ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
broad_phase_basic.cpp
broad_phase_basic.h
broad_phase_octree.cpp
broad_phase_octree.h
broad_phase_sw.cpp
broad_phase_sw.h
collision_object_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_sw.h
collision_solver_sat.cpp
collision_solver_sat.h
collision_solver_sw.cpp
collision_solver_sw.h
constraint_sw.h Fix code formatting issues and VS compilation 2020-02-11 12:05:19 +01:00
gjk_epa.cpp
gjk_epa.h
joints_sw.h
physics_server_sw.cpp Refactor ScriptDebugger. 2020-03-08 12:36:39 +01:00
physics_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
SCsub
shape_sw.cpp PoolVector is gone, replaced by Vector 2020-02-18 10:10:36 +01:00
shape_sw.h PoolVector is gone, replaced by Vector 2020-02-18 10:10:36 +01:00
space_sw.cpp Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT. 2020-02-25 12:55:53 +01:00
space_sw.h Fix code formatting issues and VS compilation 2020-02-11 12:05:19 +01:00
step_sw.cpp
step_sw.h