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author | Ryan Roden-Corrent <ryan@rcorre.net> | 2019-09-19 07:10:18 -0400 |
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committer | Ryan Roden-Corrent <ryan@rcorre.net> | 2019-09-19 07:10:18 -0400 |
commit | 38fc09e6696b46cf5839e25dac5d19d6f03018fc (patch) | |
tree | 11d24e5bcefc6a99ca9857f37a6587c949adfa18 /platform/osx/SCsub | |
parent | a1fcac640061c45e9dc55b1189e82aed3e2672fb (diff) |
Clarify get_node vs get_node_or_null.
Fixes #2771. It is confusing to say get_node will "raise an error" if
the node does not exist, as this phrase is used elsewhere in the godot
docs (e.g. at several points in the GDScript overview) to indicate
something that will completely stop execution. Saying it logs an error
is more accurate.
Diffstat (limited to 'platform/osx/SCsub')
0 files changed, 0 insertions, 0 deletions