Comments (1)
This is likely an issue with the thread that's used to request graphics driver version (as this is a slow operation, at least on Linux):
godot-debug-menu/addons/debug_menu/debug_menu.gd
Lines 120 to 144 in 9d36ea2
This should ideally be fixed upstream so OS.get_video_adapter_driver_info()
doesn't take as long on Linux (this should be profiled first with a debug build).
cc @Ark2000
from godot-debug-menu.
Related Issues (20)
- V1.1.1 - Crash on project run for Godot 4.1.0 running on MacOS + ARM HOT 5
- Errors in Godot 4.1-stable-mono HOT 7
- Release automation?
- README about programatically toggle the menu isn't correct HOT 3
- Default visibility in project settings.
- Specify input action in Project Settings HOT 2
- Calling "DebugMenu.style" returns "Invalid get index 'style' (on base: 'CanvasLayer')" HOT 2
- Error when trying to modify `DebugMenu.style` through code HOT 1
- Game freezes when closing the game immediately after it starts HOT 3
- Can't render the menu in a SubViewport HOT 2
- Module branch HOT 1
- Godot (4.3 beta 1): multi-threaded rendering; debug menu (1.2) reports different fps than godots inbuilt monitor. HOT 2
- Option to resize the overlay. HOT 6
- can I use DebugMenu **INSIDE** the editor? HOT 2
- FPS doesnt update properly when scenetree is paused, thefore artificialy lowering the displayed fps HOT 1
- README.md shows incorrect enum HOT 1
- DebugMenu ends up getting created behind the scene HOT 4
- Implement memory monitoring. HOT 1
- Setting the default to VISIBLE_DETAILED requires removing visible=false HOT 1
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