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Fixes #73374 As of godot 4 On windows/osx the game window will be frozen and will not be updated. In the debugger loop it calls OS::get_singleton()->process_and_drop_events(); which allows windows/osx to handle system events. If the window doesn't handle these events then both systems will judge the window to be 'not responding' (osx beachball cursor) When the event processing code was migrated from OS to DisplayServer the process_and_drop_events() logic was moved to DisplayServer, but the call inside the remote debugger pause loop was not updated to call the DisplayServer version, there are currently no implementations of OS::process_and_drop_events() so i removed it and switched to the new DisplayServer::force_process_and_drop_events() method. |
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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 |