From 6dfd80673a0db5754e8726a524a256bc8a071277 Mon Sep 17 00:00:00 2001 From: Ignacio Etcheverry Date: Tue, 19 May 2020 17:51:53 +0200 Subject: [PATCH] Mono/C#: Remove script load error about not a Godot.Object Any C# file can be loaded as script and at load time we don't yet know if it's actually meant to be used as a script. As such, such an check can result in a lot of false errors. If the file is really meant to be used as a script, an error would be printed later when attempting to instantiate it any way. (cherry picked from commit 38cd2152e6aec4f633b573034256d75c603398a6) --- modules/mono/csharp_script.cpp | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp index 6deab0cf566..9906bf9dd1d 100644 --- a/modules/mono/csharp_script.cpp +++ b/modules/mono/csharp_script.cpp @@ -3194,9 +3194,7 @@ Error CSharpScript::reload(bool p_keep_state) { ERR_FAIL_NULL_V(namespace_, ERR_BUG); ERR_FAIL_NULL_V(class_name, ERR_BUG); GDMonoClass *klass = project_assembly->get_class(namespace_->operator String(), class_name->operator String()); - if (klass) { - bool obj_type = CACHED_CLASS(GodotObject)->is_assignable_from(klass); - ERR_FAIL_COND_V(!obj_type, ERR_BUG); + if (klass && CACHED_CLASS(GodotObject)->is_assignable_from(klass)) { script_class = klass; } } else {