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Expression Evaluator (REPL support with inspector sequent results) #60134
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Thanks for opening a pull request! Please amend the commit to use a human-readable commit message ( PS: It's "evaluator", not "evaluater". |
Hiiii @Calinou I refactored the typo. |
Please squash commits together as required by our pipeline (https://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html). |
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Hiiii @Chaosus I squashed commits. |
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Hiii, I added missing overloading of virtual method for C# bindings, trimmed trailing spaces and squashed commits. |
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I ordered includes for format checker and squashed commits again. 🙀 |
@rohanrhu Make sure your clang-format version matches the one we're using. As of this comment, that would be version 13: godot/.github/workflows/static_checks.yml Line 27 in 8fee889
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Can someone help @rohanrhu write a proposal for this so we can all meow. |
Yesss I want to meoowww. |
I meowed a proposal: |
Meoowwww can anyone review this PR?? 🙀 |
I think your commit ed617c96eefd2b057bdcd9e57407611cc9c7702d is a partial change I was discussing and that I incorrectly marked as You can probably revert that completely, since it's not really blocking the PR. |
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The variable overwrite bug is still not fixed. |
Oh I think you didn't see my previous message; that bug is coming from the internal behavior of the inspector component. I think that feature which is for updating the variables when you switch to another stack, is implemented as the only behavior in the inspector. If you want I can fix that too by implementing it outside the stack variables component and update them from the inspector part in this PR or a new PR. |
Well unless it's a pre-existing bug, it's better to fix it here. |
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Seems like all my previous suggestion were "resolved" but none applied.
Oh I remember I did them but there is only one I asked about this: I think it is good because there are other things too that the evaluator checks with the ScriptEditorDebugger instance https://github.com/rohanrhu/godot/blob/a971a441dc3e0c5f08a3774e3048fda550ed54bd/editor/debugger/editor_expression_evaluator.cpp#L56 I can change all of those things and make it work with signals but I think this way is more efficient in terms of optimization. What do you want me to do? |
I've gone through them, and "unresolved" the ones that still need to be applied. |
Note that the check |
Hi, what's the status of this PR? Not having any ability to inspect complex expressions in the debugger really hobbles it, so I'd really like to see this merged. |
@mathrick see the comments right above yours, this needs further work by the OP |
How close are we to adding this feature? It seems really close and I'd love to see it in. It's an essential debugging feature IMO |
Someone more active would need to take over to finish this. There is still some unaddressed feedback and merge conflicts. |
I really wish I knew how as I'd happily push this over the finish line, but I'm out of my depth for this level of coding. The feature seems so close. Anybody out there able to help? |
I've followed this one for a couple years now. There's about 100 comments in here and the complexity of picking up and sorting through this mess may be higher than someone starting from scratch. I personally think it would be best that this be closed so would be contributors aren't under the impression this is in progress or claimed. EDIT: when I say mess I mean the issue itself, I can't speak to the quality of the code. |
#97647 is a recreation of this pull request. Typically a new pr supersedes the older one. The older one then is archived. |
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Meoowww... I made an expression evaluator.
Looks like this:
I overloaded
definitions with
because
Expression
methods acceptsVector<String>
andArray
soo I didn't copyList<String>
andList<Variant>
datas intoVector<String>
andArray
.I connected
EditorDebuggerInspector
'sobject_selected
to inspect objects from evaluater result to inspector bar.Fixes godotengine/godot-proposals#4473