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Output area improvements #10870
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1 and 2 are very useful indeed. Less sure about 3 and 4. |
I have to agree. 3 and 4 are interesting concepts but I haven't used them besides trying out the functionality and I can't think of any good use cases. |
The only place where I used 3) was in a very big project where there are so many logs that I can't tell mine apart when I debug realtime flows, so I output it with a special color not already in use to see it pop out. Also note that in Unity, 1) doesn't only give you filename and line, but also the whole call stack that led to this log. |
guys this is all good thinking, but currently godot's output area doesnt even output most printing messages in certain cases. There have been some regressions that have forced me to use the damned dos terminal windows has to get my prints. Text overflow now completely breaks output in godot 2.1.4 If you print any setgets on export variables - not working any more. It doesnt even work on the dos terminal, I had to set the node to operate in tool mode to get it to print in cmd window. It never printed in godot's output debugger. another similar bug with the output print not working in tool mode: The output seems to be falling apart |
Maybe some ideas from the latest chrome dev tools can also be incorporated? https://youtu.be/90wNAn05Cf4?t=1m20s i.e. filter by file / directory, group similar output, filter by input-string |
Closing in favor of godotengine/godot-proposals#971 and godotengine/godot-proposals#898, as feature proposals are now tracked in the Godot proposals repository. |
I think there are some ways the output could be improved. I'm interested in what you think and if you have other suggestions.
print()
-call came from. In unity for example it shows the file name and the line number. And you can also double click the text to jump directly to theprint()
-call (as described here Double clicking on message in output should jump to file and line where message is printed #10566 ).Debug.Log()
,Debug.LogWarning()
andDebug.LogError()
. These logs show up with different icons leading the text and the text is a different color. You can also selectively toggle which types of logs should be displayed. Even though this is quite nice to have 3 different options to select from, I think it would be quite interesting to go one step further. Maybe let us create our own tags to use. You could select an icon for these tags and set a specific color. And some kind of filtering mechanism would also be helpful.public static void Log(object message, Object context);
. When clicking only once on the output-log it highlights this object in the scene-hierarchy. In godot it could bring up the remote-inspector and show the context-object selected in the live scene tree.I know I mentioned a lot of unity-like behavior, but I think many developers could benefit from some of these features. So what are your thoughts?
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