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Godot4 #103
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# 2. or if GDUnit4 is broken and does not handle siggnals properly yet | ||
func test_login__emits_logged_in_signal_and_returns_LoginResult(): | ||
# Test currently broken | ||
return |
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Hi nice to see you using GdUnit now :)
If you run into issues please feel free to create a bugissue, thanks.
https://github.com/MikeSchulze/gdUnit4/issues/new/choose
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Thanks for the reply! We briefly talked about this before and I think I was perhaps holding it wrong, I'll try and make a minimal repo soon and report. Cheers!
But if you remove the return and uncomment the connects, you should see that when debugging. the signal is indeed fired and the connected handler is executed.
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With GdUnit4 v4.1.1 I added the function monitor_signals
which allows to monitor for signals.
https://mikeschulze.github.io/gdUnit4/advanced_testing/signals/#monitor-signals
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BREAKING CHANGE: Update for Godot 4 stable Upgraded to Godot 4. Thanks to: @MikeSchulze for GDUnit his GH Action workflow examples - https://github.com/MikeSchulze/gdUnit4 @bitbrain for his GH Action workflow examples in https://github.com/bitbrain/beehave fix(example): Update Events demo scene for Godot 4 fix(example): crash issue on writing telemetry events ci(pipeline): workflow_dispatch to be in correct indent level ci(pipeline): Update GDUnit4 actions ci(pipeline): Run unit tests on Godot 4.02 & 4.0.3 ci(pipeline): Separate Godot 4 & 3 branches ci(pipeline): Separate Godot 4 workflows ci(pipeline): set new asset ID for new Asset in AssetLib ci(pipeline): Exclude LoginIntegrationTest (broken) ci(pipeline): Removed defunct & unused plugin refresher test(pipeline): Switch test framework to GDUnit4 docs(readme): Added users of godot-playfab to README.md docs(license)Updated licenses
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