gdharness 0.5.0 → 0.5.2
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- package/build/cli.js +301 -250
- package/build/godot/addons/gdharness_editor/tools/play_tools.gd +9 -1
- package/build/index.js +279 -228
- package/package.json +1 -1
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@@ -8,6 +8,9 @@ extends Node
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## editor to play means the debugger it owns is holding the game, which is what makes the debug
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## tools answer at all.
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## What the display server calls itself when the engine was started with no display at all.
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const HEADLESS_DISPLAY: String = "headless"
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var _editor_plugin: EditorPlugin = null
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@@ -56,7 +59,12 @@ func restart_editor(_args: Dictionary) -> Dictionary:
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# editor restarted by anybody comes up as a project manager with no project, holding the
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# desktop of whoever was unlucky enough to be watching. A windowed editor was started with
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# none of that, so Godot's own restart brings back the same editor on the same project.
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-
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#
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# Asked of the display server rather than of the window, because window_can_draw answers no
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# for a window that is merely minimised. An editor sitting in the taskbar was told it was
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# headless and refused to restart, which is exactly the editor somebody wants restarted after
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# an upgrade: nobody minimises a window they are watching.
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if DisplayServer.get_name() == HEADLESS_DISPLAY:
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return {
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"ok": false,
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"error":
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