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Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in rest of 'modules/'
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@@ -150,8 +150,7 @@ Node *EditorSceneImporterAssimp::import_scene(const String &p_path, uint32_t p_f
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0;
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const aiScene *scene = importer.ReadFile(s_path.c_str(),
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post_process_Steps);
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ERR_EXPLAIN(String("Open Asset Import failed to open: ") + String(importer.GetErrorString()));
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ERR_FAIL_COND_V(scene == NULL, NULL);
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ERR_FAIL_COND_V_MSG(scene == NULL, NULL, String("Open Asset Import failed to open: ") + String(importer.GetErrorString()) + ".");
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return _generate_scene(p_path, scene, p_flags, p_bake_fps, max_bone_weights);
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}
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@@ -348,8 +347,7 @@ void EditorSceneImporterAssimp::_fill_node_relationships(ImportState &state, con
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} else if (ownership[name] != p_skeleton_id) {
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//oh, it's from another skeleton? fine.. reparent all bones to this skeleton.
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int prev_owner = ownership[name];
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ERR_EXPLAIN("A previous skeleton exists for bone '" + name + "', this type of skeleton layout is unsupported.");
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ERR_FAIL_COND(skeleton_map.has(prev_owner));
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ERR_FAIL_COND_MSG(skeleton_map.has(prev_owner), "A previous skeleton exists for bone '" + name + "', this type of skeleton layout is unsupported.");
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for (Map<String, int>::Element *E = ownership.front(); E; E = E->next()) {
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if (E->get() == prev_owner) {
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E->get() = p_skeleton_id;
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@@ -779,8 +777,7 @@ Ref<Texture> EditorSceneImporterAssimp::_load_texture(ImportState &state, String
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t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY);
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return t;
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} else if (tex->CheckFormat("dds")) {
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ERR_EXPLAIN("Open Asset Import: Embedded dds not implemented");
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ERR_FAIL_COND_V(true, Ref<Texture>());
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ERR_FAIL_V_MSG(Ref<Texture>(), "Open Asset Import: Embedded dds not implemented.");
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//Ref<Image> img = Image::_dds_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
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//ERR_FAIL_COND_V(img.is_null(), Ref<Texture>());
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//Ref<ImageTexture> t;
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