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Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
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307b1b3a58
commit
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390 changed files with 10701 additions and 10702 deletions
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@ -354,18 +354,18 @@ struct RemoteDebugger::VisualProfiler {
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Map<StringName, ServerInfo> server_data;
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void toggle(bool p_enable, const Array &p_opts) {
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VS::get_singleton()->set_frame_profiling_enabled(p_enable);
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RS::get_singleton()->set_frame_profiling_enabled(p_enable);
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}
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void add(const Array &p_data) {}
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void tick(float p_frame_time, float p_idle_time, float p_physics_time, float p_physics_frame_time) {
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Vector<VS::FrameProfileArea> profile_areas = VS::get_singleton()->get_frame_profile();
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Vector<RS::FrameProfileArea> profile_areas = RS::get_singleton()->get_frame_profile();
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DebuggerMarshalls::VisualProfilerFrame frame;
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if (!profile_areas.size())
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return;
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frame.frame_number = VS::get_singleton()->get_frame_profile_frame();
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frame.frame_number = RS::get_singleton()->get_frame_profile_frame();
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frame.areas.append_array(profile_areas);
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EngineDebugger::get_singleton()->send_message("visual:profile_frame", frame.serialize());
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}
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@ -404,10 +404,10 @@ void RemoteDebugger::_send_resource_usage() {
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DebuggerMarshalls::ResourceUsage usage;
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List<VS::TextureInfo> tinfo;
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VS::get_singleton()->texture_debug_usage(&tinfo);
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List<RS::TextureInfo> tinfo;
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RS::get_singleton()->texture_debug_usage(&tinfo);
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for (List<VS::TextureInfo>::Element *E = tinfo.front(); E; E = E->next()) {
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for (List<RS::TextureInfo>::Element *E = tinfo.front(); E; E = E->next()) {
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DebuggerMarshalls::ResourceInfo info;
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info.path = E->get().path;
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@ -771,9 +771,9 @@ void RemoteDebugger::debug(bool p_can_continue, bool p_is_error_breakpoint) {
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// This is for the camera override to stay live even when the game is paused from the editor
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loop_time_sec = (OS::get_singleton()->get_ticks_usec() - loop_begin_usec) / 1000000.0f;
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VisualServer::get_singleton()->sync();
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if (VisualServer::get_singleton()->has_changed()) {
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VisualServer::get_singleton()->draw(true, loop_time_sec * Engine::get_singleton()->get_time_scale());
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RenderingServer::get_singleton()->sync();
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if (RenderingServer::get_singleton()->has_changed()) {
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RenderingServer::get_singleton()->draw(true, loop_time_sec * Engine::get_singleton()->get_time_scale());
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}
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}
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