Comments (2)
We could add this as a tweakable parameter per game
as one of the Engine Config items for tuning the engine for the given project (task: https://trello.com/c/Swhw2eOE/265-engine-config).
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Now Debug Log entries contain stack trace and can be copied/opened (with double-click, right-click or via keyboard).
It works also when calling DebugLog::*
from C++ script:
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Related Issues (20)
- Scene outliner (ListView of scene objects) is not working correctly, showing nothing in certain situations. HOT 1
- New drag and drop UI Controls doesn't show Vertical Panel UI when the window is small enough to hide it
- Consecutive `LocalizedString` fields breaking the editor
- Mouse cursor does not hide and change cursor shapen when focussing flax editor with right click in viewport HOT 3
- Add operation to mass-revert actors to their prefabs. HOT 1
- [Suggestion] Be able to add meshes/models as properties in the particle emitter
- [Suggestion] JSON asset order HOT 1
- [Proposal] Warn when String provided in any function of Input that needs a String does not exist in the Input Settings HOT 4
- [Suggestion] Nested Category for Scripts in editor HOT 2
- A way to download other versions of minor versions when a different patch version is installed HOT 1
- [Proposal] Make curves an asset just like materials etc. HOT 1
- Variant.h is missing a byte and sbyte
- Compilation Issues with Curves
- Deleting a tag while some assets (Actor/JSON assets) have reference that tag will not delete it in their editor property HOT 2
- Exception Access Violation HOT 1
- pre-skinned normal and position material nodes are broken
- [ BUG ] Sky not rendering on Linux HOT 1
- Multi Blend 2D Playing Incorrect Animation HOT 2
- Terrain artifacts HOT 1
- Visual scripting Get Children nodes cause editor crash
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