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Fix not using camelcase for save_scene #45

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8 changes: 4 additions & 4 deletions loader/mod_loader.gd
Original file line number Diff line number Diff line change
Expand Up @@ -95,7 +95,7 @@ var os_mods_path_override = ""
# Example property: "mod_id": ["dep_mod_id_0", "dep_mod_id_2"]
var mod_missing_dependencies = {}

# Things to keep to ensure they are not garbage collected (used by `saveScene`)
# Things to keep to ensure they are not garbage collected (used by `save_scene`)
var _saved_objects = []


Expand Down Expand Up @@ -688,10 +688,10 @@ func append_node_in_scene(modified_scene, node_name:String = "", node_parent = n
new_node.set_owner(modified_scene)


func save_scene(modified_scene, scenePath:String):
func save_scene(modified_scene, scene_path:String):
var packed_scene = PackedScene.new()
packed_scene.pack(modified_scene)
dev_log(str("packing scene -> ", packed_scene), LOG_NAME)
packed_scene.take_over_path(scenePath)
dev_log(str("saveScene - taking over path - new path -> ", packed_scene.resource_path), LOG_NAME)
packed_scene.take_over_path(scene_path)
dev_log(str("save_scene - taking over path - new path -> ", packed_scene.resource_path), LOG_NAME)
_saved_objects.append(packed_scene)