I hear you!! Actually, we consider logpoint as a stepping stone to enable debugging in local server, leveraging its “continue execution” attribute as you mentioned.
There are still some technical difficulties we need to address, so it was not in the coming soon section of this post yet. But we are working on it!
Can you add better logging support.
Currently we only have print, warn and error
and we can’t filter them by script or anything pretty advanced
Boatbomber’s benchmarking plugin is great for comparing small functions, but games are complicated and unpredictable; the microprofiler is the best way to inspect your code in real time on live servers. Lowering the effort required to create and toggle debug.profilebegin()
and debug.profileend()
calls would make using them a lot less tedious.
Am i the only one who never uses breakpoints because they don’t get their use
Since it’s unpredictable & arbitrary as you mentioned, I believe a better request would be to see all script execution code in the microprofiler - I.e., not just RunService event callbacks which you’ve tagged with the debug.profile functions, but rather being able to see the (major) impacters without having to spend time finding it out by yourself.
Yeaa me too, print is always enough for me as far as debugging goes!
This update is amazing, your script editor is becoming better and better every update. This update is going to save I and my other’s time by the dozens.
Thanks to everyone who worked on this amazing update!
This looks good!
I haven’t tested the demo yet, but from a UX perspective log points would be a lot more useful if they would auto create a message with all of the variables being read in that line, or at a minimum, the line being executed itself.
A great way to improve debugging on difficult bugs without flooding your script with print statements!
This looks awesome! Will have to give it a try later, maybe I can finally ditch the old “caveman debugging” method if just chucking print()
statements everywhere and constantly re-running the game.
I heard there’s a Lua debugger on the horizon…
Thank you for Logpoints! This is a super awesome set of features and I can begin moving over a bunch of annoying debugger logging stuff over to this asap
One thing I am interested in though is allowing developer access to the DebuggerManager()
API methods via plugins - there is a lot(1) of developer(2) support(3) for this(4) and it seems like a very easy win! The use case would be studio integrations like Rojo or VS Code Output Sync which would benefit from being able to reflect the current Debugging state and set breakpoints from scripts edited from outside of the Studio environment. This setup is currently used by some big players like Adopt Me and Jailbreak and I’m sure they would appreciate this streamlining of their workflow!
Many thanks for your hard work on making our lives easier to enjoy and create stuff on the platform. Looking forward to watching RDC after the fact to learn more about what is coming!
One step closer to visual studio, awesomesauce.
I am curious though, are there likely to be any improvements to performance while in debug mode?
A few times when I’ve been trying to step through code and read values or logic - sometimes the intellisense (or whatever it is called) either doesn’t appear or takes a few seconds to do so.
Finally the days of the accursed print(“got to line x”) are over. Thanks for the great improvement.
finally got set feature breakpoints is better script with on difficult for updated logpoints for more it does by time always debugging is getting use better updated for more!
Whoah… No more spamming prints to realise my function isn’t even running! What is this sorcery !
Aside from that, this is actually quite helpful; Thanks for putting in the time and effort! It’ll help scripters out quite alot!
haha your debugging methods deprecated now !
This is actually really cool, Conditional Breakpoints are one of the best things about VS
Loving this little feature, I’ve only known about it for a couple hours and it’s already proving very useful in my projects. Thanks! :3
Logpoints were a huge contribution to Roblox game developers.
Previously, during game debugging, if I needed to evaluate a variable, I was forced to stop the game, create a print statement, run the game again, and redo all the steps until I get to this print…
Now, while running, I can make this decision without interrupting the game.
Congratulations to the Roblox developer team!
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