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@@ -794,11 +794,8 @@ void GameView::_update_floating_window_settings() {
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}
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}
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void GameView::_attach_script_debugger() {
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void GameView::_attach_script_debugger() {
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- if (embedded_script_debugger) {
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- _detach_script_debugger();
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- }
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+ _detach_script_debugger();
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- embedded_script_debugger = nullptr;
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int i = 0;
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int i = 0;
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while (ScriptEditorDebugger *script_debugger = EditorDebuggerNode::get_singleton()->get_debugger(i)) {
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while (ScriptEditorDebugger *script_debugger = EditorDebuggerNode::get_singleton()->get_debugger(i)) {
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if (script_debugger->is_session_active() && script_debugger->get_remote_pid() == embedded_process->get_embedded_pid()) {
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if (script_debugger->is_session_active() && script_debugger->get_remote_pid() == embedded_process->get_embedded_pid()) {
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@@ -824,6 +821,7 @@ void GameView::_detach_script_debugger() {
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embedded_script_debugger->disconnect("embed_shortcut_requested", callable_mp(this, &GameView::_handle_shortcut_requested));
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embedded_script_debugger->disconnect("embed_shortcut_requested", callable_mp(this, &GameView::_handle_shortcut_requested));
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embedded_script_debugger = nullptr;
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embedded_script_debugger = nullptr;
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}
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}
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+ embedded_process->set_script_debugger(nullptr);
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}
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}
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void GameView::_remote_window_title_changed(String title) {
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void GameView::_remote_window_title_changed(String title) {
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@@ -913,6 +911,10 @@ void GameView::_update_arguments_for_instance(int p_idx, List<String> &r_argumen
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}
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}
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void GameView::_window_close_request() {
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void GameView::_window_close_request() {
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+ if (window_wrapper->get_window_enabled()) {
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+ window_wrapper->set_window_enabled(false);
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+ }
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+
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// Before the parent window closed, we close the embedded game. That prevents
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// Before the parent window closed, we close the embedded game. That prevents
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// the embedded game to be seen without a parent window for a fraction of second.
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// the embedded game to be seen without a parent window for a fraction of second.
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if (EditorRunBar::get_singleton()->is_playing() && (embedded_process->is_embedding_completed() || embedded_process->is_embedding_in_progress())) {
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if (EditorRunBar::get_singleton()->is_playing() && (embedded_process->is_embedding_completed() || embedded_process->is_embedding_in_progress())) {
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