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Added a more detailed error message when instatiating a scene with missing export properties.
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@ -527,7 +527,7 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
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bool valid;
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Array array = dnp.base->get(dnp.property, &valid);
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ERR_CONTINUE(!valid);
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ERR_CONTINUE_EDMSG(!valid, vformat("Failed to get property '%s' from node '%s'.", dnp.property, dnp.base->get_name()));
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array = array.duplicate();
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array.resize(paths.size());
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@ -540,7 +540,7 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
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bool valid;
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Dictionary dict = dnp.base->get(dnp.property, &valid);
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ERR_CONTINUE(!valid);
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ERR_CONTINUE_EDMSG(!valid, vformat("Failed to get property '%s' from node '%s'.", dnp.property, dnp.base->get_name()));
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dict = dict.duplicate();
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bool convert_key = dict.get_typed_key_builtin() == Variant::OBJECT &&
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ClassDB::is_parent_class(dict.get_typed_key_class_name(), "Node");
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