Alright we’re in buisiness ! The editor link is now fairly robust (it works in all my tests, even if the engine itself crashes) and the lifetime of the engine is handled by the editor (so you don’t have to think about it) (in your computer the window will be hidden but on mine there’s no “minimize” function in my window manager lol)
Display is calibrated for accuracy rather than exact input, so there a bit (+2f) of input lag. This is due to godot’s rendering delay and only affects the editor. This could potentially be removed at a later time, but this would require a deeper dive into godot’s rendering architecture for something that’s not a priority. You may still test without input lag by launching the game separately (which the editor can also do). This is a bit of a downside of the separate editor, but there’s many upsides like the game crashing not crashing your editor too lol
But yeah good progress, this was one of the big technical issues to solve and it’s done now, the editor is almost usable in production now!