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author | Jason Yundt <jason@jasonyundt.email> | 2022-04-04 13:55:41 -0400 |
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committer | Jason Yundt <jason@jasonyundt.email> | 2022-04-04 15:51:02 -0400 |
commit | 1cc7e7ec33a652647d63cb32fa164eceef87c653 (patch) | |
tree | ab98576b6f6c8d0c65f19aec3614c4d2a14870c3 /modules/gdscript/tests | |
parent | 53317bbe146dd19a919685df8d846c55568daba1 (diff) |
Improve autoload inheritance error message
Autoloaded scripts should always inherit from Node. When you run a
project that tries to autoload a script which doesn’t inherit from Node,
then Godot gives an error.
Before this change, the error said “Script does not inherit a Node”.
That error message is a little bit misleading. If a class inherits a
Node, then one of its superclasses has a Node. If a class inherits
_from_ Node, then one of its superclasses is Node. This change corrects
that mistake.
Fixes #59884.
Diffstat (limited to 'modules/gdscript/tests')
-rw-r--r-- | modules/gdscript/tests/gdscript_test_runner.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/gdscript/tests/gdscript_test_runner.cpp b/modules/gdscript/tests/gdscript_test_runner.cpp index e8ddf90836..16c143f7d9 100644 --- a/modules/gdscript/tests/gdscript_test_runner.cpp +++ b/modules/gdscript/tests/gdscript_test_runner.cpp @@ -80,7 +80,7 @@ void init_autoloads() { } else if (script.is_valid()) { StringName ibt = script->get_instance_base_type(); bool valid_type = ClassDB::is_parent_class(ibt, "Node"); - ERR_CONTINUE_MSG(!valid_type, "Script does not inherit a Node: " + info.path); + ERR_CONTINUE_MSG(!valid_type, "Script does not inherit from Node: " + info.path); Object *obj = ClassDB::instantiate(ibt); |