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External Editor: add info about debugger setting option (#6253)

* External Editor: add info about debugger setting option

* Apply suggestions from code review

Co-authored-by: Hugo Locurcio <[email protected]>
yed podtrzitko пре 2 година
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c6406c876a

+ 1 - 1
tutorials/3d/mesh_lod.rst

@@ -14,7 +14,7 @@ On this page, you'll learn:
   (and alternatives you can explore if it doesn't meet your expectations).
   (and alternatives you can explore if it doesn't meet your expectations).
 
 
 Introduction
 Introduction
--------
+------------
 
 
 Historically, level of detail in 3D games involved manually authoring meshes
 Historically, level of detail in 3D games involved manually authoring meshes
 with lower geometry density, then configuring the distance thresholds at which
 with lower geometry density, then configuring the distance thresholds at which

+ 8 - 1
tutorials/editor/external_editor.rst

@@ -46,10 +46,17 @@ Some example Exec Flags for various editors include:
 | Emacs               | ``emacs +{line}:{col} {file}``                      |
 | Emacs               | ``emacs +{line}:{col} {file}``                      |
 +---------------------+-----------------------------------------------------+
 +---------------------+-----------------------------------------------------+
 
 
-.. note:: For Visual Studio Code, you will have to point to the ``code.cmd``
+.. note:: For Visual Studio Code on Windows, you will have to point to the ``code.cmd``
           file. For Emacs, you can call ``emacsclient`` instead of ``emacs`` if
           file. For Emacs, you can call ``emacsclient`` instead of ``emacs`` if
           you use the server mode.
           you use the server mode.
 
 
+
+Using External Editor in Debugger
+---------------------------------
+
+Using external editor in debugger is determined by a separate option in settings.
+For details see :ref:`Script editor debug tools and options <doc_debugger_tools_and_options>`.
+
 Official editor plugins
 Official editor plugins
 -----------------------
 -----------------------
 
 

+ 5 - 2
tutorials/scripting/debug/overview_of_debugging_tools.rst

@@ -72,6 +72,8 @@ Sync Script Changes
 Any script that is saved will be reloaded on the running game. When used
 Any script that is saved will be reloaded on the running game. When used
 remotely on a device, this is more efficient with the network filesystem.
 remotely on a device, this is more efficient with the network filesystem.
 
 
+.. _doc_debugger_tools_and_options:
+
 Script editor debug tools and options
 Script editor debug tools and options
 -------------------------------------
 -------------------------------------
 
 
@@ -87,8 +89,9 @@ The **Break** button causes a break in the script like a breakpoint would.
 a function if possible. Otherwise, it does the same thing as **Step Over**.
 a function if possible. Otherwise, it does the same thing as **Step Over**.
 
 
 The **Keep Debugger Open** option keeps the debugger open after a scene
 The **Keep Debugger Open** option keeps the debugger open after a scene
-has been closed. And the **Debug with External Editor** option lets you
-debug your game with an external editor.
+has been closed.
+The **Debug with External Editor** option lets you debug your game with an external editor.
+This option is also accessible in **Editor Settings > Debugger**.
 
 
 .. warning::
 .. warning::