For some reason it seems to not pass launching errors to the AI when there are errors on launch. (all should be shown to the AI) Following example:
Godot Engine v4.6.2.stable.mono.official.71f334935 - https://godotengine.org
Vulkan 1.4.325 - Forward Mobile - Using Device #0: NVIDIA - NVIDIA GeForce RTX 2060
ERROR: Parse Error: Parse error. [Resource file res://scenes/Main.tscn:36]
at: _parse_node_tag (scene/resources/resource_format_text.cpp:292)
ERROR: Failed loading resource: res://scenes/Main.tscn.
at: (core/io/resource_loader.cpp:343)
ERROR: Failed loading scene: res://scenes/Main.tscn.
at: (main/main.cpp:4640)
Shows to the AI as:
Godot editor launched successfully for project at [project dir]
this needs to be fixed because until it is, this is not a usable interface since it would see more errors by launching it in a command.
(otherwise has been stable and i do think it is a good implementation)
For some reason it seems to not pass launching errors to the AI when there are errors on launch. (all should be shown to the AI) Following example:
Shows to the AI as:
this needs to be fixed because until it is, this is not a usable interface since it would see more errors by launching it in a command.
(otherwise has been stable and i do think it is a good implementation)