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Godot plugin that adds logging similar to Log4J, but in GDScript.

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Hi, is it possible to disable printing the tree? **Why ?** Every time I use the error function, it prints the whole tree. While it might be useful in specific...

I'd like to request the addition of several features to the log to make it more helpful for testing. * RAM Usage: The ability to track and log RAM usage...

I'm using a couple different plugins in an experimental project, and multiple plugins have a `class_name Config` declared, causing game runtime crashes. Using a namespace-like prefix such as `LogConfig` should...

When I installed the Log 2.0 Alpha addon, Godot 4.4 on macOS was crashing whenever I tried to save any script; this is the output I was able to get:...

# Description this PR does 2 things 1. allows create log streams using this syntax ``` var logger = LogStream.new(self) ``` so that we dont have to manually name it,...

# Description Showing source of logs really helps to judge where exactly the logs are coming from If relevant, describe linked issues: Closes #(issue) Please also disclose whether there are...

Hi, first of all, thanks for the addon, I use it a lot. :) I’ve been working on a strategy game with heavy non-UI, data-only logic where I instantiate custom...

4.5 finally added the ability to get a stack tree without the editor present, aka in exported builds. Make sure Log supports this. There should be an if-statement in the...

I noticed that _format_data incurs a significant overhead by looking up the script names and class names. I added two simple dictionary as cache to hide it, something like this....

Didn't want to necro the other similar closed issue. I am seeing repeated crashes on 4.4.1 (and now 4.5-stable): ``` ERROR: modules/gdscript/gdscript_vm.cpp:1360 - Condition ' !gdscript ' is true. Breaking..:...