Logging(print
, push_warning
, etc.) should also tell what script or what object it came from and when
#3323
Labels
print
, push_warning
, etc.) should also tell what script or what object it came from and when
#3323
Describe the project you are working on
(None)
Describe the problem or limitation you are having in your project
(None)
Describe the feature / enhancement and how it helps to overcome the problem or limitation
One feature that I kind of miss after moving from Unity to Godot is that when logging things, Unity takes note of which script(and which object IIRC) the log came from and when. I can see this being pretty useful for debugging.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
This would probably require changing a lot about how the output logging in Godot works. For example,
print
,push_warning
, andpush_error
, instead of just putting things into the output, will create a sort of log object that contains message, time, etc. and send it to something that manages output.If this enhancement will not be used often, can it be worked around with a few lines of script?
How do you even change how the print function globally works from a script?
Is there a reason why this should be core and not an add-on in the asset library?
See above.
The text was updated successfully, but these errors were encountered: