Zini Actually the best bet would be a git bisect. Was really easy on Godot 3. Haven't tried it with Godot 4 yet, but I assume it won't be much worse.
Zini xyz This is possible. That would be an opportunity to learn about the importance of always using version control.
xyz Looking at the source. Assuming your script code is not directly calling Node::is_greater_than(), it's internally only called from scene/2d/skeleton_2d.h, scene/gui/control.h and scene/main/viewport.cpp. Start with viewports if you use them.
jobrant I do use version control! But it's something that started happening silently in a long time ago, I go really far back and it still happens. I suspect that it's something that appeared when a new version of Godot showed up on Steam. Thanks @xyz this really helps me!
Toxe xyz Nah, always keep up to date. (But do it wisely.) jobrant Don't use the Steam version. Download the versions from the Godot page and try older versions of the engine and your code.
xyz Toxe xyz Nah, always keep up to date. (But do it wisely.) Fine for relaxed hobbyist projects. If you're building an actual product on a schedule though and more so if a team is involved - not a very wise idea. Game engines are not bog standard consumer apps. The concept of "up to date" doesn't really apply to them.
Toxe xyz Fine for relaxed hobbyist projects. I assume that is what most people here are doing who ask questions. But as I said: Wisely. 😉
xyz Toxe It's a bad habit in any case. Nothing to be gained from constantly updating to the newest version during a project. Nothing than potential problems that is.
Toxe xyz Nothing to be gained from constantly updating to the newest version during a project Generally speaking that's a hard disagree. In terms of game engines it might be tricky though, yes.
xyz Toxe In terms of game engines it might be tricky though, yes. The main problem is that every update will cost you a mostly unknowable amount of additional resources you wouldn't need to spend otherwise. Resources are precious when developing a game, especially for indies. Going nonchalantly on resource expenditure can break the project entirely. Updating also increases various other types of risk. For example the risk of problems showing up way after the update has been done and tracking back would just waste even more resources. The cost of adapting the project to an update also increases as the project grows and attains more and more nooks and crannies. The rational approach is to find the fully adequate engine/version beforehand, and stick to it throughout the production.