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author | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2020-08-04 15:46:40 +0200 |
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committer | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2020-08-04 15:46:40 +0200 |
commit | fceb64827ea50364f34f4ba9db3910602d1911bf (patch) | |
tree | b3de3264b621cb7880bd29183bc5a5c6706ebea0 /core | |
parent | ec678c5e94ac1c91c099c15fabc398e80ede7bfe (diff) |
Remap script path when registering class.
Was causing `class_name`-defined scripts to not being loaded in exported
games due to the remap from `*.gd` to `*.gdc`/`*.gde`.
Diffstat (limited to 'core')
-rw-r--r-- | core/script_language.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/core/script_language.cpp b/core/script_language.cpp index 5176882662..360995ea15 100644 --- a/core/script_language.cpp +++ b/core/script_language.cpp @@ -33,6 +33,7 @@ #include "core/core_string_names.h" #include "core/debugger/engine_debugger.h" #include "core/debugger/script_debugger.h" +#include "core/io/resource_loader.h" #include "core/os/file_access.h" #include "core/project_settings.h" @@ -163,7 +164,7 @@ void ScriptServer::init_languages() { for (int i = 0; i < script_classes.size(); i++) { Dictionary c = script_classes[i]; - if (!c.has("class") || !c.has("language") || !c.has("path") || !FileAccess::exists(c["path"]) || !c.has("base")) { + if (!c.has("class") || !c.has("language") || !c.has("path") || !FileAccess::exists(ResourceLoader::path_remap(c["path"])) || !c.has("base")) { continue; } add_global_class(c["class"], c["base"], c["language"], c["path"]); |