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authorMax Hilbrunner <m.hilbrunner@gmail.com>2022-02-02 11:24:47 +0100
committerMax Hilbrunner <m.hilbrunner@gmail.com>2022-02-02 11:24:47 +0100
commitbb7d00388106920393e6140e9d26f3c047e12433 (patch)
tree381e099ce7eeba8e83d0cc363a3055db83140a3b
parent050908626f64c0c984e078055215c8b5f6231ce3 (diff)
DOCS: Object.set() does nothing on type mismatch
-rw-r--r--doc/classes/Object.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index f5f6ba8b6d..bdc3a09322 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -490,7 +490,7 @@
<argument index="0" name="property" type="String" />
<argument index="1" name="value" type="Variant" />
<description>
- Assigns a new value to the given property. If the [code]property[/code] does not exist, nothing will happen.
+ Assigns a new value to the given property. If the [code]property[/code] does not exist or the given value's type doesn't match, nothing will happen.
[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
</description>
</method>