Comments (4)
Seeing as most people will never get to use it, here's what it looks like so far:
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from cosmosis.
The debugger can now be thought of as being in a "version 1" state. The core inspiration for this was the idea of modifying Vector3 and Quaternion objects with mouse drag though, so it still has some features missing. It's pretty capable already, being able to modify and lock primitives, and can convert null
and undefined
to strings or objects. Icons can be clicked to get the variable's actual path (which can be used in real code, or the DevTools window).
Clicking on a variable tracks its changes in real-time, allows changing its values in real-time, and allows locking any variable so that any external (i.e. non-debugger) attempt to change the variable's value will silently fail (meaning the original code doesn't crash from the debugger's interference).
The debugger can be launched by doing the following:
- Press F12 to open DevTools.
- Type:
$cosmDbg.showUI()
- Press Enter.
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Accidentally committed a bunch of #105 issues to this ticket :/
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Related Issues (20)
- Allow mouse-based rotation for 3D and 4D objects in debugger HOT 2
- Implement debugger Hook Builder HOT 1
- Implement high level postprocessing management mechanism
- Switch from linear to sRGB colour space
- Create a procedural Milky Way backdrop
- Rewrite distant stars shader using polygons instead of points
- Add working shader examples
- Create test scenario loaders
- Implement third layered scene HOT 1
- Create in-game debugging interface HOT 1
- Rework core engine
- Add TypeScript support
- Implement double-press controls HOT 1
- Implement better mouse capturing
- Rework how input works HOT 1
- Implement eslint config
- Add Thrustmaster HOTAS Warthog control box compatibility HOT 1
- Add Thrustmaster HOTAS Warthog flight stick compatibility HOT 1
- Create 3D HUD
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