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Document how to add breakpoints in the editor and using breakpoint
Until now, there was little documentation on how to create breakpoints (including persistent ones with the `breakpoint` keyword). This may not be obvious to those who haven't used other IDEs before. This also documents' breakpoints persistent behavior since the editor state is saved.
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@@ -81,6 +81,20 @@ The script editor has its own set of debug tools for use with breakpoints and
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two options. The breakpoint tools can also be found in the **Debugger** tab
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of the debugger.
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.. tip::
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You can create a breakpoint by clicking the gutter in the left of the script
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editor (on the left of the line numbers). When hovering this gutter, you
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will see a transparent red dot appearing, which turns into an opaque red dot
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after the breakpoint is placed by clicking. Click the red dot again to
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remove the breakpoint. Breakpoints created this way persist across editor
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restarts, even if the script wasn't saved when exiting the editor.
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You can also use the ``breakpoint`` keyword in GDScript to create a
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breakpoint that is stored in the script iself. Unlike breakpoints created by
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clicking in the gutter, this keyword-based breakpoint is persistent across
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different machines when using version control.
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.. image:: img/overview_script_editor.webp
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The **Break** button causes a break in the script like a breakpoint would.
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@@ -93,6 +107,10 @@ has been closed.
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The **Debug with External Editor** option lets you debug your game with an external editor.
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This option is also accessible in **Editor Settings > Debugger**.
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When the debugger breaks on a breakpoint, a green triangle arrow is visible in
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the script editor's gutter. This arrow indicates the line of code the debugger
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broke on.
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.. warning::
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Breakpoints won't break on code if it's
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