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Move Debug menu logic to DebuggerEditorPlugin, allow 4 debug instances #36920
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Awesome to get more code out of the huge editor_node.cpp
:)
Do command line debug options still work as expected after this change?
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Yes, EditorRun still uses them for the command line but, when deciding which one to set, it reads the booleans from EditorSettings project metadata instead of a member var set by the EditorNode. Lines 60 to 68 in bfc1b76
EDIT: And.. I've tested them :) |
Thanks! |
Is it possible to cherrypick this into 3.2.x ? We have an ongoing client project that we regularly test with 4 instances (the final production target is 8 local devices) so having this feature would be god-sent! |
Sadly no, the code in the |
@Faless thanks for this really nice feature! I toyed with the multiple instance feature a bit and I have some questions.
Cheers! |
Right now, there's no widget in the editor to do this. You can set the command-line arguments using Main Run Args in the Project Settings, but this affects all instances. See godotengine/godot-proposals#522. |
In this PR: