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Don't try updating wrong NodePaths in resources
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51f81e1c88
commit
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@ -1635,10 +1635,15 @@ bool SceneTreeDock::_update_node_path(Node *p_root_node, NodePath &r_node_path,
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return false;
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}
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bool SceneTreeDock::_check_node_path_recursive(Node *p_root_node, Variant &r_variant, HashMap<Node *, NodePath> *p_renames) const {
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bool SceneTreeDock::_check_node_path_recursive(Node *p_root_node, Variant &r_variant, HashMap<Node *, NodePath> *p_renames, bool p_inside_resource) const {
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switch (r_variant.get_type()) {
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case Variant::NODE_PATH: {
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NodePath node_path = r_variant;
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if (p_inside_resource && !p_root_node->has_node(node_path)) {
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// Resources may have NodePaths to nodes that aren't on the scene, so skip them.
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return false;
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}
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if (!node_path.is_empty() && _update_node_path(p_root_node, node_path, p_renames)) {
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r_variant = node_path;
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return true;
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@ -1650,7 +1655,7 @@ bool SceneTreeDock::_check_node_path_recursive(Node *p_root_node, Variant &r_var
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bool updated = false;
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for (int i = 0; i < a.size(); i++) {
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Variant value = a[i];
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if (_check_node_path_recursive(p_root_node, value, p_renames)) {
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if (_check_node_path_recursive(p_root_node, value, p_renames, p_inside_resource)) {
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if (!updated) {
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a = a.duplicate(); // Need to duplicate for undo-redo to work.
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updated = true;
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@ -1669,7 +1674,7 @@ bool SceneTreeDock::_check_node_path_recursive(Node *p_root_node, Variant &r_var
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bool updated = false;
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for (int i = 0; i < d.size(); i++) {
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Variant value = d.get_value_at_index(i);
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if (_check_node_path_recursive(p_root_node, value, p_renames)) {
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if (_check_node_path_recursive(p_root_node, value, p_renames, p_inside_resource)) {
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if (!updated) {
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d = d.duplicate(); // Need to duplicate for undo-redo to work.
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updated = true;
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@ -1699,7 +1704,7 @@ bool SceneTreeDock::_check_node_path_recursive(Node *p_root_node, Variant &r_var
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String propertyname = E.name;
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Variant old_variant = resource->get(propertyname);
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Variant updated_variant = old_variant;
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if (_check_node_path_recursive(p_root_node, updated_variant, p_renames)) {
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if (_check_node_path_recursive(p_root_node, updated_variant, p_renames, true)) {
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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undo_redo->add_do_property(resource, propertyname, updated_variant);
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undo_redo->add_undo_property(resource, propertyname, old_variant);
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@ -281,7 +281,7 @@ class SceneTreeDock : public VBoxContainer {
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static void _update_configuration_warning();
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bool _update_node_path(Node *p_root_node, NodePath &r_node_path, HashMap<Node *, NodePath> *p_renames) const;
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bool _check_node_path_recursive(Node *p_root_node, Variant &r_variant, HashMap<Node *, NodePath> *p_renames) const;
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bool _check_node_path_recursive(Node *p_root_node, Variant &r_variant, HashMap<Node *, NodePath> *p_renames, bool p_inside_resource = false) const;
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bool _check_node_recursive(Variant &r_variant, Node *p_node, Node *p_by_node, const String type_hint, String &r_warn_message);
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void _replace_node(Node *p_node, Node *p_by_node, bool p_keep_properties = true, bool p_remove_old = true);
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