Merge pull request #91006 from reduz/live-backtrace
Ability to print and log script backtraces
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@ -648,6 +648,16 @@
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<member name="debug/settings/crash_handler/message.editor" type="String" setter="" getter="" default=""Please include this when reporting the bug on: https://github.com/godotengine/godot/issues"">
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Editor-only override for [member debug/settings/crash_handler/message]. Does not affect exported projects in debug or release mode.
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</member>
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<member name="debug/settings/gdscript/always_track_call_stacks" type="bool" setter="" getter="" default="false">
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Whether GDScript call stacks will be tracked in release builds, thus allowing [method Engine.capture_script_backtraces] to function.
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Enabling this comes at the cost of roughly 40 KiB for every thread that runs any GDScript code.
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[b]Note:[/b] This setting has no effect on editor builds or debug builds, where GDScript call stacks are tracked regardless.
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</member>
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<member name="debug/settings/gdscript/always_track_local_variables" type="bool" setter="" getter="" default="false">
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Whether GDScript local variables will be tracked in all builds, including export builds, thus allowing [method Engine.capture_script_backtraces] to capture them when enabling its [code]include_variables[/code] parameter.
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Enabling this comes at the cost of roughly 50 bytes of memory per local variable, for every compiled class in the entire project, so can be several MiB in larger projects.
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[b]Note:[/b] This setting has no effect when running the game from the editor, where GDScript local variables are tracked regardless.
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</member>
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<member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter="" default="1024">
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Maximum call stack allowed for debugging GDScript.
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</member>
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