Until now (for subscribers), whenever there was a problem with a script, all you would get is some text at the bottom declaring that you've made a mistake, and you'd be given some obscure text-based scripting, that to most, would mean very little.
Now, with the new script debugger feature, errors will bring up the following window. Subscribers will be the first to enjoy this new feature in beta.
To explain a few of the important features:Resume
: This will attempt to resume the script. Doing this right away isn't quite useful. But with other debugger features, you could change some of your variables or switches, and it'll just go where it should've. Often, this will save you from having to restart from scratch.Jump to Selected Node
: This allows you to bypass nodes, or even go back to another node, in an attempt to rectify or skip a problem that you're having at the time.Execute Node
: These two buttons will simply execute a single node the engine is currently at. This allows you to essentially step through your script, node by node. The difference between the two is that one will enter sub scripts (including loops), while the other will not.Cause Crash
: Mostly for my needs, but others can use this to cause the game to crash and have the bug reporting window come up.Toggle Breakpoint on Selected Node
: This allows you to setup a break-point in your script. This is very useful so that you can restart the script/game and be able to step through to see exactly what's going on. You can do so in the editor as well, allowing you to be notified whenever the engine executes a script. Very useful!Ignore Error
: This will stop the script debugger from coming up for this error again for the duration of the test.Abort Script
: This is what used to happen by default, have it show the error at the bottom and leave the script immediately.
There's a few buttons there that I didn't bother to cover, that I'm sure you can guess what they do.
Below all the buttons is the error (or in this case, "Breakpoint", signifying that I setup a breakpoint earlier on and the engine is ready to let me decide what to do next.
And below that is local variables, and the "relate"/"this" stuff that we've all known to learn and love and hate.
You'll notice that the icons don't show up - this is for performance reasons only, so games don't load logner than they should.
I've been wanting to make this public for a long time, and I'm glad subscribers will finally be able to take advantage of this. Go grab the beta if you can