Difference between revisions of "Development Tools"
(Created page to gather undocumented stuff devs use) |
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+ | == Editor integration == | ||
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+ | There is support for sending Lua code from IDE into running pioneer session via TCP: | ||
+ | https://github.com/pioneerspacesim/pioneer/pull/3768 | ||
+ | https://github.com/pioneerspacesim/pioneer/pull/4799 |
Revision as of 15:09, 24 June 2020
Here we aim to document little known features that developers add to help themselves in the development process, wheather that be debugging, profiling, or what else
Contents
[hide]Debug
Build debug
./bootstrap -DCMAKE_BUILD_TYPE=Debug
Ctrl+I = debug
Ctrl+F11 reload shaders while running game
Profiling
For Profiling, one needs some tools installed?
Build with profiling support
ToDo edit this to improve and make sense and be correct
Profiling: to build with the profiler enabled, simply run ./bootstrap -DPROFILER_ENABLED=1 -DCMAKE_BUILD_TYPE=RelWithDebInfo and compile as normal. The latter flag is not strictly needed, but building with a BUILD_TYPE
To-do: extract wisdome from this conversation, https://github.com/pioneerspacesim/pioneer/pull/4764 and document here
<fluffyfreak> Gliese852, if you're on Windows then I use https://github.com/VerySleepy/verysleepy a lot of the time [17:37:07] <Gliese852> fluffyfreak: thanks, I meant the built-in profiler, it seems that if you do nothing, it creates a report on the launch of the program, and the launch of a new game [17:54:21] <fluffyfreak> If you're running the profile build then you can press Ctrl+p to take a profile at any time [17:58:50] <fluffyfreak> hmm, been a while since I used it. There's two modes [17:59:37] <fluffyfreak> Ctrl+shift+p = is capture one frame, otherwise Ctrl+p toggles capturing whenever the framerate is "slow" [18:00:12]
Using profiler
to do
Editor integration
There is support for sending Lua code from IDE into running pioneer session via TCP: https://github.com/pioneerspacesim/pioneer/pull/3768 https://github.com/pioneerspacesim/pioneer/pull/4799