![]() ![]() It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. Wiki - Languages & frameworks backends/bindings - Software using Dear ImGui - User quotesĭear ImGui is a bloat-free graphical user interface library for C++. Gallery - Support, FAQ - How to help - Sponsors - Credits - License The Pitch - Usage - How it works - Releases & Changelogs - Demo - Integration Individuals: support continued development and maintenance here. If your company is using Dear ImGui, please consider reaching out.)īusinesses: support continued development and maintenance via invoiced sponsoring/support contracts: In addition to maintenance and stability there are many desirable features yet to be added. (This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. Roblox is a global platform that brings people together through play.Dear ImGui "Give someone state and they'll have a bug one day, but teach them how to represent state in two separate locations that have to be kept in sync and they'll have bugs for a lifetime." -ryg ![]() This is my first release of anything on the forum I am sorry if this script/service is too simple. Print(Debug:getsName()) -prints script nameĭebug()-prints Debug called on line 7 in script: Here is an example of the module in use: local Debug = require(game.ReplicatedStorage:WaitForChild("Debug"))ĭebug()-prints Debug called on line 4 in script: ĭebug()-prints Debug called on line 6 in script: Local test = Debug:getfName() -Gets the function calling the functionĪlso, if you call the module as a function, it prints this Local test = Debug:getsName() -Gets the script calling the function Local test = Debug:getcLine() -Gets the line calling the function It has a couple of functions in it so Ill list them ![]() I got tired of that so I made a simple library to ease up my pain. I recently had some issues with debugs as I would have to CONSTANTLY create different debug messages. ![]()
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