* We split stepping for source debugging into step over/into/out depending on
how it handles function calls. Step Into is the same behaviour as before - it
steps to the next source line executed regardless of if it's inside a function
call. Step Over is similar but will not enter function calls. We define that
as the callstack growing (so staying the same or shrinking - returning from a
function - is OK), and this is as accurate as the underlying debug
information. Step Out will run until the callstack shrinks, i.e. returning
from a function.
* This is a slight behaviour change of keyboard shortcuts - F10 was effectively
doing step into and will now step over. F11 will step into which is the old
behaviour.
* All these variants have backwards versions, and to remain consistent we keep
the shift modifier as forwards/backwards. This differs from visal studio where
step out is shift-F10.
* The seems like the best balance - using any other variant would likely confuse
muscle memory of anyone used to visual studio (where these shortcuts are
intended to mimick), if only because F10 would be step into whether or not F11
is used for step over or some other key which would likely be even more
confusing either way. Trying to twist to use Shift-F10 for step out would be
inconsistent with the other backwards running operations and likely cause more
confusion than it saves in matching VS's shortcuts exactly. Also an accidental
Shift-F10 is not too destructive, the user can realise it didn't Step Out
forwards, and press Ctrl-F10 or look up the button.
* The hope is that most likely people doing source debugging and familiar with
these keys expect F10 to step over, so the previous behaviour was unexpected
but easy to work around, and that changing the meaning of the key won't
disrupt them. Or at least the disruption is less than other alternatives.
* This is a bit less ambiguous and less confusing in the case where
someone is expecting a "compile" type button instead of "save changes"
type button.
* We split the "update available" off to a top-level menu item, instead
of a sub-item under Help. This gives explicit text saying an update is
available.
* Change the icon from an hourglass to a slightly more 'updatey' image.
* We now re-cehck every week even if an update is marked available. That
way people who delay for longer than it takes to release a new version
will get the latest when they do update. It also gives them a reminder
every week so that hopefully those delayers will be less common!
* The UI dialog is now in Qt. We run qrenderdoc.exe with a very minimal
startup to display the dialog and send the report.
* The flow has been simplified to have less text and an easier time to
just click through and send.
* On the first report, the user is gently nudged to enter their email
address for contact and by default the email is saved for next time.
They're not nagged more than once about this.
* Optionally the user can select to upload the capture. This is always
default off, and there is a confirmation dialog making sure the user
intended to select it.
* After the bug is reported, a unique URL is generated and returned
which the user can then click back on to see if there's any update. By
default the UI will also remember the URL and check it every couple
of days and alert the user in the help menu that there's an update.
* We add a button with a link icon to indicate that it goes to the
resource details. We'll re-use the crosshair as a visual metaphor for
any interactive widget that goes to the resource inspector.
* To remove any possible confusion, we change the icon for the texture
list and locked tabs in the texture viewer to not include the link.
* We need to custom paint the SVG at the right devicepixelratio because
Qt seems to be busted at scaling up - nothing I can see causes the
SVG to be rendered at higher than it's default resolution, so you end
up with plain bilinear upscale.
* Since we're doing custom palette swap anyway, it's not much harm to
just render ourselves, as we already basically had a dependency on
QtSvg - just need to add the include files to the dependencies.
* Apart from making the code cleaner when accessing them, creating these
from strings can be slow if you do it often enough (e.g. once per
resources for action/action_hover in pipeline state view).