From 1cc7e7ec33a652647d63cb32fa164eceef87c653 Mon Sep 17 00:00:00 2001 From: Jason Yundt Date: Mon, 4 Apr 2022 13:55:41 -0400 Subject: Improve autoload inheritance error message MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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. --- main/main.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'main') diff --git a/main/main.cpp b/main/main.cpp index b730f65286..c637d8748d 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -2336,7 +2336,7 @@ bool Main::start() { } else if (script_res.is_valid()) { StringName ibt = script_res->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); -- cgit v1.2.3