From c6406c876ad3a00c9d922883df4f3e50ef61d24d Mon Sep 17 00:00:00 2001 From: yed podtrzitko Date: Tue, 4 Oct 2022 18:11:09 +0700 Subject: [PATCH] External Editor: add info about debugger setting option (#6253) * External Editor: add info about debugger setting option * Apply suggestions from code review Co-authored-by: Hugo Locurcio --- tutorials/3d/mesh_lod.rst | 2 +- tutorials/editor/external_editor.rst | 9 ++++++++- .../scripting/debug/overview_of_debugging_tools.rst | 7 +++++-- 3 files changed, 14 insertions(+), 4 deletions(-) diff --git a/tutorials/3d/mesh_lod.rst b/tutorials/3d/mesh_lod.rst index 64ad7ac11..f4e8b701c 100644 --- a/tutorials/3d/mesh_lod.rst +++ b/tutorials/3d/mesh_lod.rst @@ -14,7 +14,7 @@ On this page, you'll learn: (and alternatives you can explore if it doesn't meet your expectations). Introduction -------- +------------ Historically, level of detail in 3D games involved manually authoring meshes with lower geometry density, then configuring the distance thresholds at which diff --git a/tutorials/editor/external_editor.rst b/tutorials/editor/external_editor.rst index 572a32f8b..e2140c7ca 100644 --- a/tutorials/editor/external_editor.rst +++ b/tutorials/editor/external_editor.rst @@ -46,10 +46,17 @@ Some example Exec Flags for various editors include: | Emacs | ``emacs +{line}:{col} {file}`` | +---------------------+-----------------------------------------------------+ -.. note:: For Visual Studio Code, you will have to point to the ``code.cmd`` +.. note:: For Visual Studio Code on Windows, you will have to point to the ``code.cmd`` file. For Emacs, you can call ``emacsclient`` instead of ``emacs`` if you use the server mode. + +Using External Editor in Debugger +--------------------------------- + +Using external editor in debugger is determined by a separate option in settings. +For details see :ref:`Script editor debug tools and options `. + Official editor plugins ----------------------- diff --git a/tutorials/scripting/debug/overview_of_debugging_tools.rst b/tutorials/scripting/debug/overview_of_debugging_tools.rst index 230ab5727..410aa88b3 100644 --- a/tutorials/scripting/debug/overview_of_debugging_tools.rst +++ b/tutorials/scripting/debug/overview_of_debugging_tools.rst @@ -72,6 +72,8 @@ Sync Script Changes Any script that is saved will be reloaded on the running game. When used remotely on a device, this is more efficient with the network filesystem. +.. _doc_debugger_tools_and_options: + Script editor debug tools and options ------------------------------------- @@ -87,8 +89,9 @@ The **Break** button causes a break in the script like a breakpoint would. 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. +has been closed. +The **Debug with External Editor** option lets you debug your game with an external editor. +This option is also accessible in **Editor Settings > Debugger**. .. warning::