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print_stray_nodes() also prints node's script #47170

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merged 1 commit into from
Jul 2, 2022

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hilfazer
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@hilfazer hilfazer commented Mar 19, 2021

It makes print_stray_nodes() a bit more useful by also printing their scripts if any are attached.

printStrayNodesWithScript
On the screenshot we can see an unnamed node of type Node. It can be difficult to track where it was created. Knowing its script helps with that.

The PR is for 3.x only because on master branch Godot hangs* if any of the stray nodes has a script. I wasn't able to determine what causes this.

*Godot hangs in case print_stray_nodes() is called by a tool script in the editor. Otherwise only the game hangs.

@hilfazer hilfazer requested a review from a team as a code owner March 19, 2021 19:12
@Calinou Calinou added this to the 3.3 milestone Mar 19, 2021
@akien-mga akien-mga modified the milestones: 3.3, 3.4 Mar 26, 2021
@Chaosus Chaosus modified the milestones: 3.4, 3.5 Nov 8, 2021
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Rebased to solve merge conflicts.

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Seems fine. Would be good to re-evaluate for master as normally we don't improve features in 3.x if they're not also improved in master, as this would be a regression when going from 3.x to 4.0. But for this it's not that important.

@akien-mga akien-mga merged commit 097556d into godotengine:3.x Jul 2, 2022
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Thanks!

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4 participants