Godot version:
Custom build at a1fcac6
OS/device including version:
Windows 10 1903
Issue description:
If you try to resize a game window while a breakpoint is active, the part you resized turns black. It works again after pressing "Continue" in the breakpoint window.

Steps to reproduce:
Minimal reproduction project:
https://github.com/noname1477/breakpoint-resize-bug-test
This doesn't sound like a bug to me. You have a breakpoint active, that means the game loop is really suspended. That includes rendering, so that's why you get black edges, they are not getting updated because the drawing code cannot run. If it were running, it would mess up the breakpoint you used in the first place.
If you want to pause the game and still be able to see things around, it would need a soft pausing instead, which would not involve a breakpoint (i.e stop calling _input, _process, _fixed_process, and stop physics), pretty much like what pausing does in Unity, but I don't think Godot's debugger has this ability yet.
In light of Zylann's comment, I am closing this issue.
He proposed an interesting new feature, but since the implementation will be extremely complex, I suggest if anyone wants it, they make a proposal in the proposals repo.
Most helpful comment
This doesn't sound like a bug to me. You have a breakpoint active, that means the game loop is really suspended. That includes rendering, so that's why you get black edges, they are not getting updated because the drawing code cannot run. If it were running, it would mess up the breakpoint you used in the first place.
If you want to pause the game and still be able to see things around, it would need a soft pausing instead, which would not involve a breakpoint (i.e stop calling
_input,_process,_fixed_process, and stop physics), pretty much like what pausing does in Unity, but I don't think Godot's debugger has this ability yet.