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hhyyrylainen
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Feb 6, 2026
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This doesn't actually do anything...
| [ext_resource type="PackedScene" uid="uid://bhpjtbtaeunat" path="res://src/gui_common/CustomRichTextLabel.tscn" id="3"] | ||
| [ext_resource type="FontFile" uid="uid://dblvrxw3ue372" path="res://assets/fonts/Lato-Italic.ttf" id="3_cgult"] | ||
| [ext_resource type="PackedScene" uid="uid://cl64wvnxs6ivs" path="res://src/gui_common/dialogs/CustomConfirmationDialog.tscn" id="4"] | ||
| [ext_resource type="PackedScene" uid="uid://cl64wvnxs6ivs" path="res://src/gui_common/dialogs/CustomWindow.tscn" id="4"] |
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I think you didn't change the uid so this change does absolutely nothing, at least Godot Editor still shows it inheriting the confirmation dialog to me...
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Sure enough when I fix that, things actually start breaking so this PR still needs work (I'll commit my uid fix to this):
E 0:00:12:610 int System.Runtime.CompilerServices.CastHelpers.<IsInstanceOf_NoCacheLookup>g____PInvoke|4_0(System.Void*, int, System.Runtime.CompilerServices.ObjectHandleOnStack): System.InvalidCastException: Unable to cast object of type 'CustomWindow' to type 'CustomConfirmationDialog'.
<C++ virhe> System.InvalidCastException
<C++ Lähde> :0 @ int System.Runtime.CompilerServices.CastHelpers.<IsInstanceOf_NoCacheLookup>g____PInvoke|4_0(System.Void*, int, System.Runtime.CompilerServices.ObjectHandleOnStack)
<Pinojäljitys>:0 @ int System.Runtime.CompilerServices.CastHelpers.<IsInstanceOf_NoCacheLookup>g____PInvoke|4_0(System.Void*, int, System.Runtime.CompilerServices.ObjectHandleOnStack)
:0 @ int System.Runtime.CompilerServices.CastHelpers.<IsInstanceOf_NoCacheLookup>g____PInvoke|4_0(System.Void*, int, System.Runtime.CompilerServices.ObjectHandleOnStack)
:0 @ object System.Runtime.CompilerServices.CastHelpers.ChkCastAny_NoCacheLookup(System.Void*, object)
VariantUtils.generic.cs:398 @ T Godot.NativeInterop.VariantUtils.ConvertTo<T>(Godot.NativeInterop.godot_variant&)
FossilisationDialog_ScriptProperties.generated.cs:61 @ bool FossilisationDialog.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.godot_variant&)
CSharpInstanceBridge.cs:57 @ Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Set(nint, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant*)
so that it actually loads the custom window base class
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Brief Description of What This PR Does
This PR changes FossilisationDialog so that it's derived from CustomWindow rather than CustomConfirmationDialog. Nothing seems to have broken even though I changed literally only one line.
Related Issues
Closes #4157
Progress Checklist
Note: before starting this checklist the PR should be marked as non-draft.
break existing features:
https://wiki.revolutionarygamesstudio.com/wiki/Testing_Checklist
(this is important as to not waste the time of Thrive team
members reviewing this PR)
styleguide.
Before merging all CI jobs should finish on this PR without errors, if
there are automatically detected style issues they should be fixed by
the PR author. Merging must follow our
styleguide.