Un-hide maps in debug build

This commit is contained in:
Sofia 2026-08-07 19:08:09 +03:00
parent 7fe4882dbc
commit 9ffceb55db

View File

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