Un-hide maps in debug build
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@ -3,7 +3,7 @@ use std::collections::HashMap;
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use godot::{
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use godot::{
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classes::{
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classes::{
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Button, CheckBox, CompressedTexture2D, Control, GridContainer, IPanel, Label, LineEdit,
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Button, CheckBox, CompressedTexture2D, Control, GridContainer, IPanel, Label, LineEdit,
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OptionButton, Panel, SpinBox, TabContainer, VBoxContainer,
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OptionButton, Os, Panel, SpinBox, TabContainer, VBoxContainer,
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},
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},
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prelude::*,
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prelude::*,
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};
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};
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@ -159,7 +159,7 @@ impl IPanel for LobbyPanel {
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}
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}
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for (id, map) in game.bind().maps.iter_shared().enumerate() {
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for (id, map) in game.bind().maps.iter_shared().enumerate() {
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if map.bind().hidden {
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if map.bind().hidden && !Os::singleton().is_debug_build() {
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continue;
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continue;
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}
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}
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if let Some(icon) = &map.bind().icon {
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if let Some(icon) = &map.bind().icon {
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