Remap script path when registering class.
Was causing `class_name`-defined scripts to not being loaded in exported games due to the remap from `*.gd` to `*.gdc`/`*.gde`.
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1 changed files with 2 additions and 1 deletions
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@ -33,6 +33,7 @@
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#include "core/core_string_names.h"
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#include "core/core_string_names.h"
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#include "core/debugger/engine_debugger.h"
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#include "core/debugger/engine_debugger.h"
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#include "core/debugger/script_debugger.h"
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#include "core/debugger/script_debugger.h"
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#include "core/io/resource_loader.h"
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#include "core/os/file_access.h"
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#include "core/os/file_access.h"
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#include "core/project_settings.h"
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#include "core/project_settings.h"
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@ -163,7 +164,7 @@ void ScriptServer::init_languages() {
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for (int i = 0; i < script_classes.size(); i++) {
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for (int i = 0; i < script_classes.size(); i++) {
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Dictionary c = script_classes[i];
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Dictionary c = script_classes[i];
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if (!c.has("class") || !c.has("language") || !c.has("path") || !FileAccess::exists(c["path"]) || !c.has("base")) {
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if (!c.has("class") || !c.has("language") || !c.has("path") || !FileAccess::exists(ResourceLoader::path_remap(c["path"])) || !c.has("base")) {
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continue;
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continue;
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}
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}
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add_global_class(c["class"], c["base"], c["language"], c["path"]);
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add_global_class(c["class"], c["base"], c["language"], c["path"]);
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