Godot: Expression evaluater for debugging gdscript

Created on 6 Nov 2016  路  4Comments  路  Source: godotengine/godot

I would like to propose adding an expression evaluator to the gdscript debugger. This would be a text field where the user could enter a gdscript expression, and that expression would be evaluated in a certain context (perhaps the current debugging context, perhaps the context of the selected node in the live scene tree). The result of that evaluation would be shown to the user.

A text field and label for this could be added somewhere in the debugger->debugger tab, and/or the debugger->remote inspector tab, and the expression would be evaluated for that context.

archived feature proposal editor gdscript

Most helpful comment

This feature would be really helpful - it would obviate the multitude of print statements that are currently needed for debugging.

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We dicussed this on IRC #godotengine-devel a couple weeks ago or so, if someone wants to grep the logs to link them here :)

Still reproducible/relevant in 3.1 master 9e7cee2 : not implemented yet. This would be very useful to have.

The log is here I think, but I'm not sure if it's the same issue: https://godot.eska.me/irc-logs/devel/2016-08-29.log

This feature would be really helpful - it would obviate the multitude of print statements that are currently needed for debugging.

Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine.

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