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Script Templates creating incorrect scripts #61290

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Yagich opened this issue May 22, 2022 · 8 comments
Closed

Script Templates creating incorrect scripts #61290

Yagich opened this issue May 22, 2022 · 8 comments

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@Yagich
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Yagich commented May 22, 2022

Godot version

3.5rc1

System information

Linux/Ubuntu 21.10

Issue description

When attaching a new script to a node and selecting a template, the wrong template gets used, e.g.:

  • the "Default" template is the "normal" template
  • "No Comments" is the same as "Default"
  • "Empty" is what used to be "No Comments"

Steps to reproduce

  1. Attach a script to a node in the tree with the Attach Node Script dialog
  2. Select the "No Comments" or "Empty" template

Minimal reproduction project

No response

@kleonc
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kleonc commented May 22, 2022

Can't reproduce (Windows).

How does your script templates look like? You can find them in the (editor data folder)/script_templates folder.
srJH49yqtF

@Yagich
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Yagich commented May 22, 2022

There's two files in it, no_comments.gd and empty.gd.

no_comments.gd
extends %BASE%


func _ready()%VOID_RETURN%:
%TS%pass
empty.gd
extends %BASE%

AFAIK, these are not changed. I have not created any custom templates, so these are the only files in the folder.

@timothyqiu
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timothyqiu commented May 23, 2022

I think the cause is the same as #61179. Should have been fixed on 3.x currently.

You can try some of the recent CI artifacts listed here.

@DeeJayLSP
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DeeJayLSP commented May 24, 2022

I downloaded it to test:

The first time I went with No Comments I got an Empty instead
The second time, however, I got a Default

When I went for Empty, I ended getting a Default

The option you choose in the new script dialog is simply not matching what you get.

@andersmmg
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Just a note that I'm facing the same issue in 3.5.rc1, on X11 KDE. My script template files look just fine too.

@Zireael07
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@DeeJayLSP In that case, it's likely what @timothyqiu suspected.

@kleonc
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kleonc commented May 24, 2022

@Yagich @DeeJayLSP @andersmmg 3.5.rc2 is out, please test if it's already fixed in there.

@Yagich
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Yagich commented May 24, 2022

Fixed in rc2, thanks!

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