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Add expression evaluator to debugger (REPL) #97647
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Looking good overall, see review comments.
As mentioned in the other PR, this feature should also be disabled in release build (and probably extracted as an EditorDebuggerPlugin), but we can do that in a separate PR.
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This feature is a part of debugger. Does it even exist in release builds?
I can do that in a follow-up. |
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Yes the debugger is not fully disabled in release builds, only parts of it (like live scene editing), it's historically always been like that, but of course this should be re-evaluated |
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LGTM
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Looks great!
Co-authored-by: rohanrhu <rohanrhu2@gmail.com>
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You can only evaluate when the game is breaked (at breakpoint, error etc.). Maybe this should be more obvious, but it can be improved later. |
Maybe the LineEdit could have a centered message in this case that says "To evaluate expressions, the project must be running with the execution interrupted by a breakpoint or error." |
Wording suggestion: "Expressions can only be evaluated when a running project is paused in the debugger" |
Thank you. |
Great stuff, it's amazing to see this feature finally implemented, after I was unable to do so. Thanks @rohanrhu ! ❤️ |
You should be able to see it in the inspector when you click the object. |
Because it serves a different purpose. It's a tool for debugging a running project. If you want a GDScript interpreter, you can use one available online, like https://gd.tumeo.space/ |
Supersedes #60134
Supersedes #76736
Closes godotengine/godot-proposals#4473
For now it's just rebased branch, putting it as draft until I clean it up and fix issues.