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Update debug images for Godot 3.2, add information and reword some descriptions (#2792)

Matthew Ehrenhofler 5 years ago
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commit
d2cd211aca

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tutorials/debug/img/overview_debug.png


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tutorials/debug/img/overview_debugger.png


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tutorials/debug/img/overview_remote.png


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tutorials/debug/img/overview_script_editor.png


+ 76 - 17
tutorials/debug/overview_of_debugging_tools.rst

@@ -6,10 +6,12 @@ Overview of debugging tools
 Introduction
 Introduction
 ------------
 ------------
 
 
-When developing your game, you would want to test your game and debug when problems occurred. Godot provides several debugging options and tools which aid your debugging process.
+When developing your game, you want to test your game and debug when problems occurr. Godot provides several debugging options and
+tools which aid your debugging process. There are the debug dropdown options, Script editor debug options, debug project settings,
+and the debugger.
 
 
-Debug options
--------------
+Debug dropdown options
+----------------------
 
 
 There are a few options that you can enable when running your game in the editor which can help you in debugging your game.
 There are a few options that you can enable when running your game in the editor which can help you in debugging your game.
 These options are located in ``DEBUG`` in the main menus.
 These options are located in ``DEBUG`` in the main menus.
@@ -51,56 +53,113 @@ Sync Script Changes
 Any script that is saved will be reloaded on the running game.
 Any script that is saved will be reloaded on the running game.
 When used remotely on a device, this is more efficient with network filesystem.
 When used remotely on a device, this is more efficient with network filesystem.
 
 
+Script editor debug tools and options
+-------------------------------------
+
+The script editor has its own set of debug tools for use with breakpoints, and two
+options. The breakpoint tools can also be found in the "Debugger" tab of the debugger.
+
+..image:: img/overview_script_editor.png
+
+The ``Break`` button causes a break in the script like a breakpoint would. ``Continue``
+makes the game continue after pausing at a breakpoint. ``Step Over`` goes to the next
+line of code, and ``Step Into`` goes into 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 has been closed.
+And the ``Debug with External Editor`` option lets you debug your game with an external
+editor.
+
+Debug project settings
+----------------------
+
+In the project settings there is a "Debug" category with three sub categories which
+control different things.
+
+Settings
+++++++++
+
+These are some general settings such as printing the current FPS to the Output panel, the
+maximum ammount of functions when profiling and others.
+
+GDScript
+++++++++
+
+These settings allow you to turn specific GDScript warnings, such as an unused variable, on
+or off. You can also turn off warnings completely.
+
+Shapes
+++++++
+
+Shapes is where you can adjust the color of shapes that only appear for debugging purposes,
+such as collision and navigation shapes.
+
 Debugging tools
 Debugging tools
 ---------------
 ---------------
 
 
-The ``Debugger`` is the second option in the bottom panel. Click on it and a new panel occurs.
+The ``Debugger`` can be found in Godot's bottom panel. Click on it and the panel expands
+to show all the debugging tools.
 
 
 .. image:: img/overview_debugger.png
 .. image:: img/overview_debugger.png
 
 
-The ``Debugger`` provides certain tools under different tabs.
-
-Here are some brief descriptions of the tools:
+There are multiple parts of the debugger, each is for a specific task.
 
 
 Debugger
 Debugger
 ++++++++
 ++++++++
 
 
-Monitor the game running process.
+The debugger tab is for working with breakpoints in the script. When a script reaches a breakpoint
+this panel gives you information on it.
+
+The buttons in the top right can be used respectively to:
+
+- Skip all defined breakpoints, without removing them (so you can toggle them on or off while testing).
+- Copy the current error message.
+- Step Into goes to the next line of code, and if it's a function, it step line by line through the function.
+- Step Over goes to the next line of code, but does not go down into function code.
+- Break pauses the game like a breakpoint would.
+- Continue resumes the game after a breakpoint or pause.
 
 
 Errors
 Errors
 ++++++
 ++++++
 
 
-Print out errors when running the game.
+This is where errors and warning messages are printed while running the game.
 
 
 Profiler
 Profiler
 ++++++++
 ++++++++
 
 
-Profiling the performance of the any function call in the running game.
+Profiles the performance of any function call in the running game.
+
+Network Profiler
+++++++++++++++++
+
+The Network Profiler contains a list of all the nodes that communicate over the multiplayer API
+and, for each one, some counters on the amount of incoming and outgoing network interactions.
+It also features a bandwidth meter that displays the total bandwidth usage at any given moment 
 
 
 Monitors
 Monitors
 ++++++++
 ++++++++
 
 
-Monitors the performance of the running game, such as the fps and physics collisions.
+The monitors are graphs of several aspects of the game while its running such as FPS, memory usage,
+how many nodes are in a scene and more. All monitors keep track of stats automatically, so even if one
+monitor isn't open while the game is running, you can open it later and see how the values changed.
 
 
 Video Mem
 Video Mem
 +++++++++
 +++++++++
 
 
-Listing the video memory usage of the running game.
+Video Mem list the video memory usage of the running game and which resource is using it.
 
 
 Misc
 Misc
 ++++
 ++++
 
 
 Miscellaneous options for debug.
 Miscellaneous options for debug.
 
 
-
 Remote in Scene dock
 Remote in Scene dock
 --------------------
 --------------------
 
 
-When running your game, a bar will occur at the top of the ``Scene`` dock. You can switch to ``Remote`` and inspect or change the nodes' parameters in the running game.
+When running a game in the editor two options appear at the top of the ``Scene`` dock,
+``Remote`` and ``Local``. While using ``Remote`` you can inspect or change the nodes' parameters
+in the running game.
 
 
 .. image:: img/overview_remote.png
 .. image:: img/overview_remote.png
 
 
 .. note:: Some editor settings related to debugging can be found inside the ``Editor Settings``, under Network>Debug and Debugger sections.
 .. note:: Some editor settings related to debugging can be found inside the ``Editor Settings``, under Network>Debug and Debugger sections.
-
-
-