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Split general debugging and architecture diagram documentation
Co-authored-by: CalebJohn <git@calebjohn.ca>
This commit is contained in:
@@ -25,6 +25,7 @@ source,destination
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/content/3d/making_trees.html,/tutorials/content/making_trees.html
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/contributing/_contributing.html,/community/contributing/
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/contributing/bug_triage_guidelines.html,/community/contributing/bug_triage_guidelines.html
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/contributing/development/core_and_modules/introduction_to_godot_development.html,/contributing/development/core_and_modules/index.html
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/contributing/doc_and_l10n_guidelines.html,/community/contributing/doc_and_l10n_guidelines.html
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/contributing/updating_the_class_reference.html,/community/contributing/updating_the_class_reference.html
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/development/compiling/compiling_for_android.html,/contributing/development/compiling/compiling_for_android.html
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@@ -1,3 +1,5 @@
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.. _doc_configuring_an_ide:
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Configuring an IDE
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==================
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@@ -0,0 +1,10 @@
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.. _doc_godot_architecture_diagram:
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Godot's architecture diagram
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============================
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The following diagram describes the architecture used by Godot, from the
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core components down to the abstracted drivers, via the scene
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structure and the servers.
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.. image:: img/architecture_diagram.jpg
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@@ -1,6 +1,9 @@
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Engine core and modules
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=======================
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The following pages are meant to introduce the global organization of Godot Engine's
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source code, and give useful tips for extending and fixing the engine on the C++ side.
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Getting started with Godot's source code
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----------------------------------------
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@@ -10,7 +13,7 @@ This section covers the basics that you will encounter in (almost) every source
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:maxdepth: 1
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:name: toc-devel-cpp-source-beginner
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introduction_to_godot_development
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godot_architecture_diagram
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common_engine_methods_and_macros
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core_types
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variant_class
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@@ -1,40 +0,0 @@
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.. _doc_introduction_to_godot_development:
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Introduction to Godot development
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=================================
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This page is meant to introduce the global organization of Godot Engine's
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source code, and give useful tips for extending/fixing the engine on the
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C++ side.
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Architecture diagram
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--------------------
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The following diagram describes the architecture used by Godot, from the
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core components down to the abstracted drivers, via the scene
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structure and the servers.
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.. image:: img/architecture_diagram.jpg
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Debugging the editor with gdb
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-----------------------------
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If you are writing or correcting bugs affecting Godot Engine's editor,
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remember that the binary will by default run the project manager first,
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and then only run the editor in another process once you've selected a
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project. To launch a project directly, you need to run the editor by
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passing the ``-e`` argument to Godot Engine's binary from within your
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project's folder. Typically:
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.. code-block:: none
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$ cd ~/myproject
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$ gdb godot
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> run -e
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Or:
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.. code-block:: none
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$ gdb godot
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> run -e --path ~/myproject
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@@ -1,12 +1,45 @@
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Debugging and profiling
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=======================
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This section is about finding spots to optimize in the engine code when you need it in your project.
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This section contains pages that provide guidance if you're looking at the
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engine code trying to find an underlying issue or an optimization possibility.
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.. toctree::
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:maxdepth: 1
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:name: toc-devel-cpp-debug-profiling
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macos_debug
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using_cpp_profilers
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macos_debug
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vulkan/index
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Debugging the editor
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--------------------
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When working on the Godot editor keep in mind that by default the executable
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will start in the project manager mode. Opening a project from the project
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manager spawns a new process, which stops the debugging session. To avoid that
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you should launch directly into the project using ``-e`` and ``--path`` launch
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options.
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For example, using ``gdb`` directly, you may do this:
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.. code-block:: none
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$ gdb godot
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> run -e --path ~/myproject
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You can also run the editor directly from your project's folder. In that case,
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only the ``-e`` option is required.
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.. code-block:: none
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$ cd ~/myproject
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$ gdb godot
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> run -e
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You can learn more about these launch options and other command line arguments
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in the :ref:`command line tutorial <doc_command_line_tutorial>`.
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If you're using a code editor or an IDE to debug Godot, check out our
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:ref:`configuration guides <doc_configuring_an_ide>`, which cover the setup
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process for building and debugging with your particular editor.
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