From 46c4e2e704227b2242e7f2ecf6ed32a5d2466197 Mon Sep 17 00:00:00 2001 From: PureAsbestos Date: Fri, 29 Apr 2022 19:20:46 -0500 Subject: [PATCH] Change 'throws an error' to 'prints an error' in classref (cherry picked from commit a89b3f872df6e547742524a4667bf806bac09b05) --- doc/classes/Object.xml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 08e473097bf..65bfe08717b 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -127,7 +127,7 @@ Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants. - A [code]signal[/code] can only be connected once to a [code]method[/code]. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections. + A [code]signal[/code] can only be connected once to a [code]method[/code]. It will print an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections. If the [code]target[/code] is destroyed in the game's lifecycle, the connection will be lost. Examples: [codeblock] @@ -151,7 +151,7 @@ Disconnects a [code]signal[/code] from a [code]method[/code] on the given [code]target[/code]. - If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists. + If you try to disconnect a connection that does not exist, the method will print an error. Use [method is_connected] to ensure that the connection exists.