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Surface editor error context in log reads #520
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Surface editor error context in log reads #520
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Calling
tree.clear()directly desyncs the Debugger dock's Errors panel. Godot's own Clear button (ScriptEditorDebugger::_clear_errors_list()) does more than clear the tree:Clearing only the
Treeleaveserror_count/warning_countnon-zero, so the "Errors (N)" tab badge stays stale, theerrors_clearedsignal never fires, and the toolbar buttons remain enabled against an empty tree. There's no public API to invoke_clear_errors_list()from the plugin, so reaching into theTreelike this can't fully/safely reset the panel.Two concerns compound here:
clear_logs(a log-buffer maintenance call) now wipes the user's visible Errors panel as a side effect. Consider gating the Errors-tab clear behind an explicit opt-in param rather than firing on everyclear_logs.This needs a live-editor smoke (per AGENTS.md) with real Debugger errors present to observe the badge/button state after a clear.
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