mirror of https://github.com/godotengine/godot
Merge pull request #113773 from KoBeWi/built_in_error_opener_now_in_godot
Fix opening errors from built-in scripts
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commit
789bdbd25d
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@ -161,6 +161,10 @@ void EditorDebuggerNode::_stack_frame_selected(int p_debugger) {
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}
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void EditorDebuggerNode::_error_selected(const String &p_file, int p_line, int p_debugger) {
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if (!p_file.is_resource_file() && !ResourceCache::has(p_file)) {
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// If it's a built-in script, make sure the scene is opened first.
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EditorNode::get_singleton()->load_scene(p_file.get_slice("::", 0));
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}
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Ref<Script> s = ResourceLoader::load(p_file);
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emit_signal(SNAME("goto_script_line"), s, p_line - 1);
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}
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