Fix instanced .blend/GLTF scenes lose all children after update until .tscn is reopened

Co-Authored-By: Tomek <kobewi4e@gmail.com>
Co-Authored-By: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-Authored-By: Hilderin <81109165+Hilderin@users.noreply.github.com>
This commit is contained in:
Yahkub-R 2024-07-08 14:28:43 -04:00
parent 383a6e4ef2
commit 66822a8948
4 changed files with 241 additions and 83 deletions

View File

@ -84,6 +84,12 @@
Emitted if a resource is reimported.
</description>
</signal>
<signal name="resources_reimporting">
<param index="0" name="resources" type="PackedStringArray" />
<description>
Emitted before a resource is reimported.
</description>
</signal>
<signal name="resources_reload">
<param index="0" name="resources" type="PackedStringArray" />
<description>

View File

@ -2605,11 +2605,15 @@ void EditorFileSystem::_find_group_files(EditorFileSystemDirectory *efd, HashMap
}
void EditorFileSystem::reimport_file_with_custom_parameters(const String &p_file, const String &p_importer, const HashMap<StringName, Variant> &p_custom_params) {
Vector<String> reloads;
reloads.append(p_file);
// Emit the resource_reimporting signal for the single file before the actual importation.
emit_signal(SNAME("resources_reimporting"), reloads);
_reimport_file(p_file, p_custom_params, p_importer);
// Emit the resource_reimported signal for the single file we just reimported.
Vector<String> reloads;
reloads.append(p_file);
emit_signal(SNAME("resources_reimported"), reloads);
}
@ -2671,6 +2675,9 @@ void EditorFileSystem::reimport_files(const Vector<String> &p_files) {
reimport_files.sort();
// Emit the resource_reimporting signal for the single file before the actual importation.
emit_signal(SNAME("resources_reimporting"), reloads);
#ifdef THREADS_ENABLED
bool use_multiple_threads = GLOBAL_GET("editor/import/use_multiple_threads");
#else
@ -2765,11 +2772,15 @@ void EditorFileSystem::reimport_files(const Vector<String> &p_files) {
Error EditorFileSystem::reimport_append(const String &p_file, const HashMap<StringName, Variant> &p_custom_options, const String &p_custom_importer, Variant p_generator_parameters) {
ERR_FAIL_COND_V_MSG(!importing, ERR_INVALID_PARAMETER, "Can only append files to import during a current reimport process.");
Vector<String> reloads;
reloads.append(p_file);
// Emit the resource_reimporting signal for the single file before the actual importation.
emit_signal(SNAME("resources_reimporting"), reloads);
Error ret = _reimport_file(p_file, p_custom_options, p_custom_importer, &p_generator_parameters);
// Emit the resource_reimported signal for the single file we just reimported.
Vector<String> reloads;
reloads.append(p_file);
emit_signal(SNAME("resources_reimported"), reloads);
return ret;
}
@ -2969,6 +2980,7 @@ void EditorFileSystem::_bind_methods() {
ADD_SIGNAL(MethodInfo("filesystem_changed"));
ADD_SIGNAL(MethodInfo("script_classes_updated"));
ADD_SIGNAL(MethodInfo("sources_changed", PropertyInfo(Variant::BOOL, "exist")));
ADD_SIGNAL(MethodInfo("resources_reimporting", PropertyInfo(Variant::PACKED_STRING_ARRAY, "resources")));
ADD_SIGNAL(MethodInfo("resources_reimported", PropertyInfo(Variant::PACKED_STRING_ARRAY, "resources")));
ADD_SIGNAL(MethodInfo("resources_reload", PropertyInfo(Variant::PACKED_STRING_ARRAY, "resources")));
}

View File

@ -1036,24 +1036,37 @@ void EditorNode::_fs_changed() {
}
}
void EditorNode::_resources_reimporting(const Vector<String> &p_resources) {
// This will copy all the modified properties of the nodes into 'scenes_modification_table'
// before they are actually reimported. It's important to do this before the reimportation
// because if a mesh is present in an inherited scene, the resource will be modified in
// the inherited scene. Then, get_modified_properties_for_node will return the mesh property,
// which will trigger a recopy of the previous mesh, preventing the reload.
for (const String &res_path : p_resources) {
if (ResourceLoader::get_resource_type(res_path) == "PackedScene") {
preload_reimporting_with_path_in_edited_scenes(res_path);
}
}
}
void EditorNode::_resources_reimported(const Vector<String> &p_resources) {
List<String> scenes;
int current_tab = scene_tabs->get_current_tab();
for (int i = 0; i < p_resources.size(); i++) {
String file_type = ResourceLoader::get_resource_type(p_resources[i]);
for (const String &res_path : p_resources) {
String file_type = ResourceLoader::get_resource_type(res_path);
if (file_type == "PackedScene") {
scenes.push_back(p_resources[i]);
scenes.push_back(res_path);
// Reload later if needed, first go with normal resources.
continue;
}
if (!ResourceCache::has(p_resources[i])) {
if (!ResourceCache::has(res_path)) {
// Not loaded, no need to reload.
continue;
}
// Reload normally.
Ref<Resource> resource = ResourceCache::get_ref(p_resources[i]);
Ref<Resource> resource = ResourceCache::get_ref(res_path);
if (resource.is_valid()) {
resource->reload_from_file();
}
@ -4162,15 +4175,6 @@ HashMap<StringName, Variant> EditorNode::get_modified_properties_for_node(Node *
return modified_property_map;
}
void EditorNode::update_ownership_table_for_addition_node_ancestors(Node *p_current_node, HashMap<Node *, Node *> &p_ownership_table) {
p_ownership_table.insert(p_current_node, p_current_node->get_owner());
for (int i = 0; i < p_current_node->get_child_count(); i++) {
Node *child = p_current_node->get_child(i);
update_ownership_table_for_addition_node_ancestors(child, p_ownership_table);
}
}
void EditorNode::update_node_from_node_modification_entry(Node *p_node, ModificationNodeEntry &p_node_modification) {
if (p_node) {
// First, attempt to restore the script property since it may affect the get_property_list method.
@ -4279,15 +4283,24 @@ void EditorNode::update_node_reference_modification_table_for_node(
}
}
void EditorNode::update_reimported_diff_data_for_node(
Node *p_edited_scene,
Node *p_reimported_root,
Node *p_node,
HashMap<NodePath, ModificationNodeEntry> &p_modification_table,
List<AdditiveNodeEntry> &p_addition_list) {
bool EditorNode::is_additional_node_in_scene(Node *p_edited_scene, Node *p_reimported_root, Node *p_node) {
if (p_node == p_reimported_root) {
return false;
}
bool node_part_of_subscene = p_node != p_edited_scene &&
p_edited_scene->get_scene_inherited_state().is_valid() &&
p_edited_scene->get_scene_inherited_state()->find_node_by_path(p_edited_scene->get_path_to(p_node)) >= 0;
p_edited_scene->get_scene_inherited_state()->find_node_by_path(p_edited_scene->get_path_to(p_node)) >= 0 &&
// It's important to process added nodes from the base scene in the inherited scene as
// additional nodes to ensure they do not disappear on reload.
// When p_reimported_root == p_edited_scene that means the edited scene
// is the reimported scene, in that case the node is in the root base scene,
// so it's not an addition, otherwise, the node would be added twice on reload.
(p_node->get_owner() != p_edited_scene || p_reimported_root == p_edited_scene);
if (node_part_of_subscene) {
return false;
}
// Loop through the owners until either we reach the root node or nullptr
Node *valid_node_owner = p_node->get_owner();
@ -4298,7 +4311,25 @@ void EditorNode::update_reimported_diff_data_for_node(
valid_node_owner = valid_node_owner->get_owner();
}
if ((valid_node_owner == p_reimported_root && (p_reimported_root != p_edited_scene || !p_edited_scene->get_scene_file_path().is_empty())) || node_part_of_subscene || p_node == p_reimported_root) {
// When the owner is the imported scene and the owner is also the edited scene,
// that means the node was added in the current edited scene.
// We can be sure here because if the node that the node does not come from
// the base scene because we checked just over with 'get_scene_inherited_state()->find_node_by_path'.
if (valid_node_owner == p_reimported_root && p_reimported_root != p_edited_scene) {
return false;
}
return true;
}
void EditorNode::get_preload_scene_modification_table(
Node *p_edited_scene,
Node *p_reimported_root,
Node *p_node, HashMap<NodePath, ModificationNodeEntry> &p_modification_table) {
// Only take the nodes that are in the base imported scene. The additional nodes will be managed
// after the resources are reimported. It's not important to check which property has
// changed on nodes that will not be reimported because they are not part of the reimported scene.
if (!is_additional_node_in_scene(p_edited_scene, p_reimported_root, p_node)) {
HashMap<StringName, Variant> modified_properties = get_modified_properties_for_node(p_node, false);
// Find all valid connections to other nodes.
@ -4359,14 +4390,27 @@ void EditorNode::update_reimported_diff_data_for_node(
p_modification_table[p_reimported_root->get_path_to(p_node)] = modification_node_entry;
}
} else {
}
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *child = p_node->get_child(i);
get_preload_scene_modification_table(p_edited_scene, p_reimported_root, child, p_modification_table);
}
}
void EditorNode::update_reimported_diff_data_for_additional_nodes(
Node *p_edited_scene,
Node *p_reimported_root,
Node *p_node,
HashMap<NodePath, ModificationNodeEntry> &p_modification_table,
List<AdditiveNodeEntry> &p_addition_list) {
if (is_additional_node_in_scene(p_edited_scene, p_reimported_root, p_node)) {
// Only save additional nodes which have an owner since this was causing issues transient ownerless nodes
// which get recreated upon scene tree entry.
// For now instead, assume all ownerless nodes are transient and will have to be recreated.
if (p_node->get_owner()) {
HashMap<StringName, Variant> modified_properties = get_modified_properties_for_node(p_node, true);
if (p_node->get_parent()->get_owner() != nullptr && p_node->get_parent()->get_owner() != p_edited_scene) {
if (p_node->get_owner() == p_edited_scene) {
AdditiveNodeEntry new_additive_node_entry;
new_additive_node_entry.node = p_node;
new_additive_node_entry.parent = p_reimported_root->get_path_to(p_node->get_parent());
@ -4382,18 +4426,8 @@ void EditorNode::update_reimported_diff_data_for_node(
new_additive_node_entry.transform_3d = node_3d->get_relative_transform(node_3d->get_parent());
}
// Gathers the ownership of all ancestor nodes for later use.
HashMap<Node *, Node *> ownership_table;
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *child = p_node->get_child(i);
update_ownership_table_for_addition_node_ancestors(child, ownership_table);
}
new_additive_node_entry.ownership_table = ownership_table;
p_addition_list.push_back(new_additive_node_entry);
}
if (!modified_properties.is_empty()) {
ModificationNodeEntry modification_node_entry;
modification_node_entry.property_table = modified_properties;
@ -4405,10 +4439,9 @@ void EditorNode::update_reimported_diff_data_for_node(
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *child = p_node->get_child(i);
update_reimported_diff_data_for_node(p_edited_scene, p_reimported_root, child, p_modification_table, p_addition_list);
update_reimported_diff_data_for_additional_nodes(p_edited_scene, p_reimported_root, child, p_modification_table, p_addition_list);
}
}
//
void EditorNode::open_request(const String &p_path) {
if (!opening_prev) {
@ -5780,6 +5813,25 @@ void EditorNode::reload_scene(const String &p_path) {
scene_tabs->set_current_tab(current_tab);
}
void EditorNode::get_edited_scene_map(const String &p_instance_path, HashMap<int, List<Node *>> &p_edited_scene_map) {
// Walk through each opened scene to get a global list of all instances which match
// the current reimported scenes.
for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
if (editor_data.get_scene_path(i) == p_instance_path) {
continue;
}
Node *edited_scene_root = editor_data.get_edited_scene_root(i);
if (edited_scene_root) {
List<Node *> valid_nodes;
find_all_instances_inheriting_path_in_node(edited_scene_root, edited_scene_root, p_instance_path, valid_nodes);
if (valid_nodes.size() > 0) {
p_edited_scene_map[i] = valid_nodes;
}
}
}
}
void EditorNode::find_all_instances_inheriting_path_in_node(Node *p_root, Node *p_node, const String &p_instance_path, List<Node *> &p_instance_list) {
String scene_file_path = p_node->get_scene_file_path();
@ -5807,25 +5859,54 @@ void EditorNode::find_all_instances_inheriting_path_in_node(Node *p_root, Node *
}
}
void EditorNode::preload_reimporting_with_path_in_edited_scenes(const String &p_instance_path) {
HashMap<int, List<Node *>> edited_scene_map;
scenes_modification_table.clear();
get_edited_scene_map(p_instance_path, edited_scene_map);
if (edited_scene_map.size() > 0) {
scenes_modification_table.clear();
int original_edited_scene_idx = editor_data.get_edited_scene();
Node *original_edited_scene_root = editor_data.get_edited_scene_root();
// Prevent scene roots with the same name from being in the tree at the same time.
scene_root->remove_child(original_edited_scene_root);
for (const KeyValue<int, List<Node *>> &edited_scene_map_elem : edited_scene_map) {
// Set the current scene.
int current_scene_idx = edited_scene_map_elem.key;
editor_data.set_edited_scene(current_scene_idx);
Node *current_edited_scene = editor_data.get_edited_scene_root(current_scene_idx);
// Make sure the node is in the tree so that editor_selection can add node smoothly.
scene_root->add_child(current_edited_scene);
for (Node *original_node : edited_scene_map_elem.value) {
// Fetching all the modified properties of the nodes reimported scene.
HashMap<NodePath, ModificationNodeEntry> modification_table;
get_preload_scene_modification_table(current_edited_scene, original_node, original_node, modification_table);
if (modification_table.size() > 0) {
NodePath scene_path_to_node = current_edited_scene->get_path_to(original_node);
scenes_modification_table[current_scene_idx][scene_path_to_node] = modification_table;
}
}
scene_root->remove_child(current_edited_scene);
}
editor_data.set_edited_scene(original_edited_scene_idx);
scene_root->add_child(original_edited_scene_root);
}
}
void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_instance_path) {
HashMap<int, List<Node *>> edited_scene_map;
Array replaced_nodes;
// Walk through each opened scene to get a global list of all instances which match
// the current reimported scenes.
for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
if (editor_data.get_scene_path(i) != p_instance_path) {
Node *edited_scene_root = editor_data.get_edited_scene_root(i);
if (edited_scene_root) {
List<Node *> valid_nodes;
find_all_instances_inheriting_path_in_node(edited_scene_root, edited_scene_root, p_instance_path, valid_nodes);
if (valid_nodes.size() > 0) {
edited_scene_map[i] = valid_nodes;
}
}
}
}
get_edited_scene_map(p_instance_path, edited_scene_map);
if (edited_scene_map.size() > 0) {
// Reload the new instance.
@ -5879,6 +5960,7 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
// Load a replacement scene for the node.
Ref<PackedScene> current_packed_scene;
Ref<PackedScene> base_packed_scene;
if (original_node_file_path == p_instance_path) {
// If the node file name directly matches the scene we're replacing,
// just load it since we already cached it.
@ -5905,6 +5987,9 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
// Ensure the inheritance chain is loaded in the correct order so that cache can
// be properly updated.
for (String path : required_load_paths) {
if (current_packed_scene.is_valid()) {
base_packed_scene = current_packed_scene;
}
if (!local_scene_cache.find(path)) {
current_packed_scene = ResourceLoader::load(path, "", ResourceFormatLoader::CACHE_MODE_REPLACE_DEEP, &err);
local_scene_cache[path] = current_packed_scene;
@ -5917,15 +6002,58 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
ERR_FAIL_COND(current_packed_scene.is_null());
// Instantiate early so that caches cleared on load in SceneState can be rebuilt early.
Node *instantiated_node = current_packed_scene->instantiate(PackedScene::GEN_EDIT_STATE_INSTANCE);
Node *instantiated_node = nullptr;
// If we are in a inherit scene, it's easier to create a new base scene and
// grab the node from there.
// When scene_path_to_node is '.' and we have scene_inherited_state, it's because
// it's a muli-level inheritance scene. We should use
NodePath scene_path_to_node = current_edited_scene->get_path_to(original_node);
Ref<SceneState> scene_state = current_edited_scene->get_scene_inherited_state();
if (scene_path_to_node != "." && scene_state.is_valid() && scene_state->get_path() != p_instance_path && scene_state->find_node_by_path(scene_path_to_node) >= 0) {
Node *root_node = scene_state->instantiate(SceneState::GenEditState::GEN_EDIT_STATE_INSTANCE);
instantiated_node = root_node->get_node(scene_path_to_node);
if (instantiated_node) {
if (instantiated_node->get_parent()) {
// Remove from the root so we can delete it from memory.
instantiated_node->get_parent()->remove_child(instantiated_node);
// No need of the additional children that could have been added to the node
// in the base scene. That will be managed by the 'addition_list' later.
_remove_all_not_owned_children(instantiated_node, instantiated_node);
memdelete(root_node);
}
} else {
// Should not happen because we checked with find_node_by_path before, just in case.
memdelete(root_node);
}
}
if (!instantiated_node) {
// If no base scene was found to create the node, we will use the reimported packed scene directly.
// But, when the current edited scene is the reimported scene, it's because it's a inherited scene
// of the reimported scene. In that case, we will not instantiate current_packed_scene, because
// we would reinstanciate ourself. Using the base scene is better.
if (current_edited_scene == original_node) {
if (base_packed_scene.is_valid()) {
instantiated_node = base_packed_scene->instantiate(PackedScene::GEN_EDIT_STATE_INSTANCE);
} else {
instantiated_node = instance_scene_packed_scene->instantiate(PackedScene::GEN_EDIT_STATE_INSTANCE);
}
} else {
instantiated_node = current_packed_scene->instantiate(PackedScene::GEN_EDIT_STATE_INSTANCE);
}
}
ERR_FAIL_NULL(instantiated_node);
// Walk the tree for the current node and extract relevant diff data, storing it in the modification table.
// For additional nodes which are part of the current scene, they get added to the addition table.
HashMap<NodePath, ModificationNodeEntry> modification_table;
List<AdditiveNodeEntry> addition_list;
update_reimported_diff_data_for_node(current_edited_scene, original_node, original_node, modification_table, addition_list);
if (scenes_modification_table.has(current_scene_idx) && scenes_modification_table[current_scene_idx].has(scene_path_to_node)) {
modification_table = scenes_modification_table[current_scene_idx][scene_path_to_node];
}
update_reimported_diff_data_for_additional_nodes(current_edited_scene, original_node, original_node, modification_table, addition_list);
// Disconnect all relevant connections, all connections from and persistent connections to.
for (const KeyValue<NodePath, ModificationNodeEntry> &modification_table_entry : modification_table) {
@ -5987,16 +6115,11 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
// Is this replacing the edited root node?
if (current_edited_scene == original_node) {
instantiated_node->set_scene_instance_state(original_node->get_scene_instance_state());
// Fix unsaved inherited scene
if (original_node_file_path.is_empty()) {
Ref<SceneState> state = current_packed_scene->get_state();
state->set_path(current_packed_scene->get_path());
instantiated_node->set_scene_inherited_state(state);
instantiated_node->set_scene_file_path(String());
}
// Set the instance as un inherited scene of itself.
instantiated_node->set_scene_inherited_state(instantiated_node->get_scene_instance_state());
instantiated_node->set_scene_instance_state(nullptr);
instantiated_node->set_scene_file_path(original_node_file_path);
current_edited_scene = instantiated_node;
editor_data.set_edited_scene_root(current_edited_scene);
}
@ -6048,18 +6171,6 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
node_3d->set_transform(additive_node_entry.transform_3d);
}
}
// Restore the ownership of its ancestors
for (KeyValue<Node *, Node *> &E : additive_node_entry.ownership_table) {
Node *current_ancestor = E.key;
Node *ancestor_owner = E.value;
if (ancestor_owner == original_node) {
ancestor_owner = instantiated_node;
}
current_ancestor->set_owner(ancestor_owner);
}
}
// Restore the selection.
@ -6121,6 +6232,24 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
editor_data.restore_edited_scene_state(editor_selection, &editor_history);
}
scenes_modification_table.clear();
}
void EditorNode::_remove_all_not_owned_children(Node *p_node, Node *p_owner) {
Vector<Node *> nodes_to_remove;
if (p_node != p_owner && p_node->get_owner() != p_owner) {
nodes_to_remove.push_back(p_node);
}
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *child_node = p_node->get_child(i);
_remove_all_not_owned_children(child_node, p_owner);
}
for (Node *node : nodes_to_remove) {
node->get_parent()->remove_child(node);
node->queue_free();
}
}
int EditorNode::plugin_init_callback_count = 0;
@ -7561,6 +7690,7 @@ EditorNode::EditorNode() {
EditorFileSystem::get_singleton()->connect("sources_changed", callable_mp(this, &EditorNode::_sources_changed));
EditorFileSystem::get_singleton()->connect("filesystem_changed", callable_mp(this, &EditorNode::_fs_changed));
EditorFileSystem::get_singleton()->connect("resources_reimporting", callable_mp(this, &EditorNode::_resources_reimporting));
EditorFileSystem::get_singleton()->connect("resources_reimported", callable_mp(this, &EditorNode::_resources_reimported));
EditorFileSystem::get_singleton()->connect("resources_reload", callable_mp(this, &EditorNode::_resources_changed));

View File

@ -556,6 +556,7 @@ private:
void _plugin_over_self_own(EditorPlugin *p_plugin);
void _fs_changed();
void _resources_reimporting(const Vector<String> &p_resources);
void _resources_reimported(const Vector<String> &p_resources);
void _sources_changed(bool p_exist);
@ -675,6 +676,8 @@ private:
void _notify_nodes_scene_reimported(Node *p_node, Array p_reimported_nodes);
void _remove_all_not_owned_children(Node *p_node, Node *p_owner);
protected:
friend class FileSystemDock;
@ -803,8 +806,6 @@ public:
// Used if the original parent node is lost
Transform2D transform_2d;
Transform3D transform_3d;
// Used to keep track of the ownership of all ancestor nodes so they can be restored later.
HashMap<Node *, Node *> ownership_table;
};
struct ConnectionWithNodePath {
@ -819,7 +820,8 @@ public:
List<Node::GroupInfo> groups;
};
void update_ownership_table_for_addition_node_ancestors(Node *p_current_node, HashMap<Node *, Node *> &p_ownership_table);
HashMap<int, HashMap<NodePath, HashMap<NodePath, ModificationNodeEntry>>> scenes_modification_table;
void update_node_from_node_modification_entry(Node *p_node, ModificationNodeEntry &p_node_modification);
void update_node_reference_modification_table_for_node(
@ -828,12 +830,18 @@ public:
List<Node *> p_excluded_nodes,
HashMap<NodePath, ModificationNodeEntry> &p_modification_table);
void update_reimported_diff_data_for_node(
void get_preload_scene_modification_table(
Node *p_edited_scene,
Node *p_reimported_root,
Node *p_node, HashMap<NodePath, ModificationNodeEntry> &p_modification_table);
void update_reimported_diff_data_for_additional_nodes(
Node *p_edited_scene,
Node *p_reimported_root,
Node *p_node,
HashMap<NodePath, ModificationNodeEntry> &p_modification_table,
List<AdditiveNodeEntry> &p_addition_list);
bool is_additional_node_in_scene(Node *p_edited_scene, Node *p_reimported_root, Node *p_node);
bool is_scene_open(const String &p_path);
bool is_multi_window_enabled() const;
@ -888,7 +896,9 @@ public:
void reload_scene(const String &p_path);
void get_edited_scene_map(const String &p_instance_path, HashMap<int, List<Node *>> &p_edited_scene_map);
void find_all_instances_inheriting_path_in_node(Node *p_root, Node *p_node, const String &p_instance_path, List<Node *> &p_instance_list);
void preload_reimporting_with_path_in_edited_scenes(const String &p_path);
void reload_instances_with_path_in_edited_scenes(const String &p_path);
bool is_exiting() const { return exiting; }