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.
This commit is contained in:
Ryan Roden-Corrent 2019-09-19 07:10:18 -04:00
parent a1fcac6400
commit 38fc09e669
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@ -249,7 +249,7 @@
<argument index="0" name="path" type="NodePath">
</argument>
<description>
Fetches a node. The [NodePath] can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, a [code]null instance[/code] is returned and attempts to access it will result in an "Attempt to call &lt;method&gt; on a null instance." error.
Fetches a node. The [NodePath] can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, a [code]null instance[/code] is returned and an error is logged. Attempts to access methods on the return value will result in an "Attempt to call &lt;method&gt; on a null instance." error.
[b]Note:[/b] Fetching absolute paths only works when the node is inside the scene tree (see [method is_inside_tree]).
[b]Example:[/b] Assume your current node is Character and the following tree:
[codeblock]
@ -293,7 +293,7 @@
<argument index="0" name="path" type="NodePath">
</argument>
<description>
Similar to [method get_node], but does not raise an error if [code]path[/code] does not point to a valid [Node].
Similar to [method get_node], but does not log an error if [code]path[/code] does not point to a valid [Node].
</description>
</method>
<method name="get_parent" qualifiers="const">