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	Mono/C#: Remove script load error about not a Godot.Object
Any C# file can be loaded as script and at load time we don't yet know if it's actually meant to be used as a script. As such, such an check can result in a lot of false errors. If the file is really meant to be used as a script, an error would be printed later when attempting to instantiate it any way.
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					 1 changed files with 1 additions and 3 deletions
				
			
		|  | @ -3240,9 +3240,7 @@ Error CSharpScript::reload(bool p_keep_state) { | |||
| 			ERR_FAIL_NULL_V(namespace_, ERR_BUG); | ||||
| 			ERR_FAIL_NULL_V(class_name, ERR_BUG); | ||||
| 			GDMonoClass *klass = project_assembly->get_class(namespace_->operator String(), class_name->operator String()); | ||||
| 			if (klass) { | ||||
| 				bool obj_type = CACHED_CLASS(GodotObject)->is_assignable_from(klass); | ||||
| 				ERR_FAIL_COND_V(!obj_type, ERR_BUG); | ||||
| 			if (klass && CACHED_CLASS(GodotObject)->is_assignable_from(klass)) { | ||||
| 				script_class = klass; | ||||
| 			} | ||||
| 		} else { | ||||
|  |  | |||
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	 Ignacio Etcheverry
						Ignacio Etcheverry