Files
Bryce 7a7d9e78db Prevent eval-induced debugger breaks from hanging the game
When eval receives invalid GDScript, script.reload() triggers a debugger
break that halts the game loop permanently (especially with LocalDebugger
which doesn't respect skip_breakpoints). Two-layer defense:

1. On startup, attempt to disable debugger breaks via
   EngineDebugger.send_message (works for RemoteDebugger)
2. When debugger is unsafe (LocalDebugger), validate eval code in an
   external headless Godot process before executing it in-process
2026-04-29 15:54:32 -07:00
..
2026-04-29 13:35:31 -07:00
2026-02-21 15:36:42 -08:00
2024-08-19 10:16:53 -07:00