v4.3.beta1.official [a4f2ea91a]
(not happening in 4.2.2)
System information
Godot v4.3.beta1 - macOS 14.5.0 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)
Issue description
Signal bus is a pattern that Godot practically makes obligatory. It is often (from what I saw of other people's code) implemented as one of autoloads, usually as a script containing only and dedicated exclusively to signals.
Since 4.3, every signal in such a script is producing a warning.
This can get quite annoying when there's more than a few of these.
I understand that I can just add an "ignore warning" for each signal and I understand that the way this is detected is actually more logical than what we had before (since indeed what the warning is reporting is technically true), but I think it makes no sense to require adding an "ignore warning" every time I create a new signal in this type of autoload.
Steps to reproduce
Make a signal bus, launch a project, read the warnings.
Tested versions
v4.3.beta1.official [a4f2ea91a] (not happening in 4.2.2)
System information
Godot v4.3.beta1 - macOS 14.5.0 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)
Issue description
Signal bus is a pattern that Godot practically makes obligatory. It is often (from what I saw of other people's code) implemented as one of autoloads, usually as a script containing only and dedicated exclusively to signals.
Since 4.3, every signal in such a script is producing a warning. This can get quite annoying when there's more than a few of these.
I understand that I can just add an "ignore warning" for each signal and I understand that the way this is detected is actually more logical than what we had before (since indeed what the warning is reporting is technically true), but I think it makes no sense to require adding an "ignore warning" every time I create a new signal in this type of autoload.
Steps to reproduce
Make a signal bus, launch a project, read the warnings.
Minimal reproduction project (MRP)
Any.