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@@ -241,7 +241,7 @@ Use <kbd>C-c C-d r</kbd> to remove breakpoint.
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Once first breakpoint is added to the project, buffer named `* Breakpoints *` is created. This buffer displays all existing breakpoints in a project. Pressing <kbd>D</kbd> on breakpoint line deletes the breakpoint. Pressing <kbd>RET</kbd> on breakpoint line shows GDScript file with that breakpoint in other buffer.
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When any breakpoint exists, running project will automatically start debugger server (if one isn't already running) and connect to it.
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Debugger server runs on `localhost` with port specified by `gdscript-debug-port` customizable variable (`9010` by default).
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Debugger server runs on `localhost` with port specified by `gdscript-debug-port` customizable variable (`6010` by default).
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Once breakpoint is hit in your code, Emacs will show two special buffers with information related to a position of the breakpoint:
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@@ -267,7 +267,8 @@ On breakpoint hit Debug Hydra will be displayed below `* Stack frame vars *` and
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### Debug Hydra
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```
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n next c continue m step b breakpoints s stack v vars i inspector t scene-tree d details q quit
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n next c continue m step b breakpoints s stack v vars i inspector t scene-tree d details
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o pin u unpin q quit
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```
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- <kbd>n</kbd> - Jump to next line and stops there
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- <kbd>v</kbd> - Show `* Stack frame vars *` buffer
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- <kbd>i</kbd> - Show `* Inspector *` buffer
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- <kbd>t</kbd> - Show `* Scene tree *` buffer
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- <kbd>d</kbd> - Fetch details for all `ObjectId`s present in `* Stack frame vars *` and `* Inspector *` buffers and redisplay them.
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- <kbd>d</kbd> - Fetch details for all `ObjectId`s present in `* Stack frame vars *` and `* Inspector *` buffers and redisplay them
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- <kbd>o</kbd> - Pin current `self``ObjectId` in `* Inspector *` buffer. It stays displayed until it cease to exists or until it get unpinned
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- <kbd>u</kbd> - Unpin currently pinned `ObjectId`
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- <kbd>q</kbd> - Close Debug Hydra
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### `* Stack frame vars *` buffer
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Main source of information about running program. Contains information about locals/members/globals variables.
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- Press <kbd>TAB</kbd> to toggling oneline/multiline display for selected types
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- Press <kbd>RET</kbd> on `ObjectId` line to display its details
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- Press <kbd>RET</kbd> on `ObjectId` line to display its details in `* Inspector *`buffer
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- Press <kbd>l</kbd> to display `* Stack dump *` buffer
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- Press <kbd>d</kbd> to display additional details for `ObjectId` variables
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- Press <kbd>p</kbd> to go to previous line
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- Press <kbd>n</kbd> to go to next line
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- Press <kbd>o</kbd> to pin current `ObjectId` in `* Inspector *` buffer
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- Press <kbd>u</kbd> to unpin currently pinned `ObjectId`
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- Press <kbd>q</kbd> to close the buffer
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### `* Inspector *` buffer
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- Press <kbd>d</kbd> to display additional details for `ObjectId` variables
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- Press <kbd>p</kbd> to go to previous line
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- Press <kbd>n</kbd> to go to next line
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- Press <kbd>o</kbd> to pin current `ObjectId` in `* Inspector *` buffer
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- Press <kbd>u</kbd> to unpin currently pinned `ObjectId`
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- Press <kbd>q</kbd> to close the buffer
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### `* Stack dump *` buffer
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- Press <kbd>TAB</kbd> to display `* Stack dump *` buffer
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- Press <kbd>D</kbd> to delete the breakpoint
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- Press <kbd>q</kbd> to close the buffer
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### `* Scene tree *` buffer
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Contains tree visualisation of all `ObjectId`s in the running program.
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- Press <kbd>RET</kbd> to open corresponding `ObjectId` in `* Inspector *` buffer
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