Fix build errors due to Godot macro change
parent
d70dfca8ea
commit
4820998c56
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@ -18,15 +18,13 @@ void VoxelStream::emerge_block(Ref<VoxelBuffer> out_buffer, Vector3i origin_in_v
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const Variant *args[3] = { &arg1, &arg2, &arg3 };
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Variant::CallError err;
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script->call("emerge_block", args, 3, err);
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if (err.error != Variant::CallError::CALL_OK) {
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ERR_EXPLAIN("voxel_stream.cpp:emerge_block gave an error: " + String::num(err.error) +
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ERR_FAIL_COND_MSG(err.error != Variant::CallError::CALL_OK,
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"voxel_stream.cpp:emerge_block gave an error: " + String::num(err.error) +
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", Argument: " + String::num(err.argument) +
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", Expected type: " + Variant::get_type_name(err.expected));
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ERR_FAIL();
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// This had to be explicitely logged due to the usual GD debugger not working with threads
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}
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}
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}
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void VoxelStream::immerge_block(Ref<VoxelBuffer> buffer, Vector3i origin_in_voxels, int lod) {
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ERR_FAIL_COND(buffer.is_null());
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@ -39,15 +37,13 @@ void VoxelStream::immerge_block(Ref<VoxelBuffer> buffer, Vector3i origin_in_voxe
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const Variant *args[3] = { &arg1, &arg2, &arg3 };
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Variant::CallError err;
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script->call("immerge_block", args, 3, err);
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if (err.error != Variant::CallError::CALL_OK) {
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ERR_EXPLAIN("voxel_stream.cpp:immerge_block gave an error: " + String::num(err.error) +
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ERR_FAIL_COND_MSG(err.error != Variant::CallError::CALL_OK,
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"voxel_stream.cpp:immerge_block gave an error: " + String::num(err.error) +
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" Argument: " + String::num(err.argument) +
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" Expected type: " + Variant::get_type_name(err.expected));
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ERR_FAIL();
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// This had to be explicitely logged due to the usual GD debugger not working with threads
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}
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}
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}
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void VoxelStream::emerge_blocks(Vector<VoxelStream::BlockRequest> &p_blocks) {
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// Default implementation. May matter for some stream types to optimize loading.
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