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-rw-r--r--doc/classes/TileMap.xml2
-rw-r--r--drivers/d3d12/rendering_context_driver_d3d12.cpp5
-rw-r--r--editor/editor_data.cpp10
-rw-r--r--editor/editor_data.h1
-rw-r--r--editor/editor_node.cpp801
-rw-r--r--editor/editor_node.h42
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp12
-rw-r--r--editor/project_manager/project_dialog.cpp18
-rw-r--r--editor/project_manager/project_dialog.h1
-rw-r--r--editor/themes/editor_theme_manager.cpp2
-rw-r--r--modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp6
-rw-r--r--modules/multiplayer/editor/replication_editor.cpp2
-rw-r--r--modules/websocket/wsl_peer.cpp5
-rw-r--r--platform/macos/gl_manager_macos_legacy.h1
-rw-r--r--platform/macos/gl_manager_macos_legacy.mm20
-rw-r--r--scene/2d/tile_map.cpp2
-rw-r--r--scene/3d/skeleton_3d.cpp2
-rw-r--r--scene/gui/popup_menu.cpp3
-rw-r--r--servers/rendering/dummy/storage/light_storage.cpp86
-rw-r--r--servers/rendering/dummy/storage/light_storage.h36
-rw-r--r--servers/rendering/dummy/storage/utilities.h7
21 files changed, 640 insertions, 424 deletions
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 3f70810a7f..d3197efc6b 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="TileMap" inherits="Node2D" deprecated="Use multiple [TileMapLayer] nodes instead." keywords="gridmap" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="TileMap" inherits="Node2D" deprecated="Use multiple [TileMapLayer] nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose &apos;Extract TileMap layers as individual TileMapLayer nodes&apos;." keywords="gridmap" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Node for 2D tile-based maps.
</brief_description>
diff --git a/drivers/d3d12/rendering_context_driver_d3d12.cpp b/drivers/d3d12/rendering_context_driver_d3d12.cpp
index d01ae5a73f..8fa495f5c4 100644
--- a/drivers/d3d12/rendering_context_driver_d3d12.cpp
+++ b/drivers/d3d12/rendering_context_driver_d3d12.cpp
@@ -85,6 +85,11 @@ const GUID CLSID_D3D12SDKConfigurationGodot = { 0x7cda6aca, 0xa03e, 0x49c8, { 0x
RenderingContextDriverD3D12::RenderingContextDriverD3D12() {}
RenderingContextDriverD3D12::~RenderingContextDriverD3D12() {
+ // Let's release manually everything that may still be holding
+ // onto the DLLs before freeing them.
+ device_factory.Reset();
+ dxgi_factory.Reset();
+
if (lib_d3d12) {
FreeLibrary(lib_d3d12);
}
diff --git a/editor/editor_data.cpp b/editor/editor_data.cpp
index 11fea8b728..80c4c49c87 100644
--- a/editor/editor_data.cpp
+++ b/editor/editor_data.cpp
@@ -141,6 +141,16 @@ void EditorSelectionHistory::add_object(ObjectID p_object, const String &p_prope
current_elem_idx++;
}
+void EditorSelectionHistory::replace_object(ObjectID p_old_object, ObjectID p_new_object) {
+ for (HistoryElement &element : history) {
+ for (int index = 0; index < element.path.size(); index++) {
+ if (element.path[index].object == p_old_object) {
+ element.path.write[index].object = p_new_object;
+ }
+ }
+ }
+}
+
int EditorSelectionHistory::get_history_len() {
return history.size();
}
diff --git a/editor/editor_data.h b/editor/editor_data.h
index 42b2d2ed0c..524c93807b 100644
--- a/editor/editor_data.h
+++ b/editor/editor_data.h
@@ -74,6 +74,7 @@ public:
// Adds an object to the selection history. A property name can be passed if the target is a subresource of the given object.
// If the object should not change the main screen plugin, it can be set as inspector only.
void add_object(ObjectID p_object, const String &p_property = String(), bool p_inspector_only = false);
+ void replace_object(ObjectID p_old_object, ObjectID p_new_object);
int get_history_len();
int get_history_pos();
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index 8b6d316dd1..f24fa344ae 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -1042,11 +1042,17 @@ void EditorNode::_resources_reimporting(const Vector<String> &p_resources) {
// 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.
+ scenes_modification_table.clear();
+ List<String> scenes;
for (const String &res_path : p_resources) {
if (ResourceLoader::get_resource_type(res_path) == "PackedScene") {
- preload_reimporting_with_path_in_edited_scenes(res_path);
+ scenes.push_back(res_path);
}
}
+
+ if (scenes.size() > 0) {
+ preload_reimporting_with_path_in_edited_scenes(scenes);
+ }
}
void EditorNode::_resources_reimported(const Vector<String> &p_resources) {
@@ -1080,9 +1086,10 @@ void EditorNode::_resources_reimported(const Vector<String> &p_resources) {
for (const String &E : scenes) {
reload_scene(E);
- reload_instances_with_path_in_edited_scenes(E);
}
+ reload_instances_with_path_in_edited_scenes();
+
_set_current_scene_nocheck(current_tab);
}
@@ -3870,17 +3877,18 @@ void EditorNode::_set_current_scene_nocheck(int p_idx) {
changing_scene = true;
editor_data.save_edited_scene_state(editor_selection, &editor_history, _get_main_scene_state());
- if (get_editor_data().get_edited_scene_root()) {
- if (get_editor_data().get_edited_scene_root()->get_parent() == scene_root) {
- scene_root->remove_child(get_editor_data().get_edited_scene_root());
- }
- }
+ Node *old_scene = get_editor_data().get_edited_scene_root();
editor_selection->clear();
editor_data.set_edited_scene(p_idx);
Node *new_scene = editor_data.get_edited_scene_root();
+ // Remove the scene only if it's a new scene, preventing performance issues when adding and removing scenes.
+ if (old_scene && new_scene != old_scene && old_scene->get_parent() == scene_root) {
+ scene_root->remove_child(old_scene);
+ }
+
if (Popup *p = Object::cast_to<Popup>(new_scene)) {
p->show();
}
@@ -4154,21 +4162,23 @@ HashMap<StringName, Variant> EditorNode::get_modified_properties_for_node(Node *
p_node->get_property_list(&pinfo);
for (const PropertyInfo &E : pinfo) {
if (E.usage & PROPERTY_USAGE_STORAGE) {
+ bool node_reference = (E.type == Variant::OBJECT && E.hint == PROPERTY_HINT_NODE_TYPE);
+ if (p_node_references_only && !node_reference) {
+ continue;
+ }
bool is_valid_revert = false;
Variant revert_value = EditorPropertyRevert::get_property_revert_value(p_node, E.name, &is_valid_revert);
Variant current_value = p_node->get(E.name);
if (is_valid_revert) {
if (PropertyUtils::is_property_value_different(p_node, current_value, revert_value)) {
// If this property is a direct node reference, save a NodePath instead to prevent corrupted references.
- if (E.type == Variant::OBJECT && E.hint == PROPERTY_HINT_NODE_TYPE) {
+ if (node_reference) {
Node *target_node = Object::cast_to<Node>(current_value);
if (target_node) {
modified_property_map[E.name] = p_node->get_path_to(target_node);
}
} else {
- if (!p_node_references_only) {
- modified_property_map[E.name] = current_value;
- }
+ modified_property_map[E.name] = current_value;
}
}
}
@@ -4178,6 +4188,27 @@ HashMap<StringName, Variant> EditorNode::get_modified_properties_for_node(Node *
return modified_property_map;
}
+HashMap<StringName, Variant> EditorNode::get_modified_properties_reference_to_nodes(Node *p_node, List<Node *> &p_nodes_referenced_by) {
+ HashMap<StringName, Variant> modified_property_map;
+
+ List<PropertyInfo> pinfo;
+ p_node->get_property_list(&pinfo);
+ for (const PropertyInfo &E : pinfo) {
+ if (E.usage & PROPERTY_USAGE_STORAGE) {
+ if (E.type != Variant::OBJECT || E.hint != PROPERTY_HINT_NODE_TYPE) {
+ continue;
+ }
+ Variant current_value = p_node->get(E.name);
+ Node *target_node = Object::cast_to<Node>(current_value);
+ if (target_node && p_nodes_referenced_by.find(target_node)) {
+ modified_property_map[E.name] = p_node->get_path_to(target_node);
+ }
+ }
+ }
+
+ return modified_property_map;
+}
+
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.
@@ -4264,28 +4295,6 @@ void EditorNode::update_node_from_node_modification_entry(Node *p_node, Modifica
}
}
-void EditorNode::update_node_reference_modification_table_for_node(
- Node *p_root,
- Node *p_node,
- List<Node *> p_excluded_nodes,
- HashMap<NodePath, ModificationNodeEntry> &p_modification_table) {
- if (!p_excluded_nodes.find(p_node)) {
- HashMap<StringName, Variant> modified_properties = get_modified_properties_for_node(p_node, false);
-
- if (!modified_properties.is_empty()) {
- ModificationNodeEntry modification_node_entry;
- modification_node_entry.property_table = modified_properties;
-
- p_modification_table[p_root->get_path_to(p_node)] = modification_node_entry;
- }
-
- for (int i = 0; i < p_node->get_child_count(); i++) {
- Node *child = p_node->get_child(i);
- update_node_reference_modification_table_for_node(p_root, child, p_excluded_nodes, p_modification_table);
- }
- }
-}
-
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;
@@ -4328,11 +4337,39 @@ bool EditorNode::is_additional_node_in_scene(Node *p_edited_scene, Node *p_reimp
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)) {
+ Node *p_node, InstanceModificationsEntry &p_instance_modifications) {
+ 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_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());
+ new_additive_node_entry.owner = p_node->get_owner();
+ new_additive_node_entry.index = p_node->get_index();
+
+ Node2D *node_2d = Object::cast_to<Node2D>(p_node);
+ if (node_2d) {
+ new_additive_node_entry.transform_2d = node_2d->get_transform();
+ }
+ Node3D *node_3d = Object::cast_to<Node3D>(p_node);
+ if (node_3d) {
+ new_additive_node_entry.transform_3d = node_3d->get_transform();
+ }
+
+ p_instance_modifications.addition_list.push_back(new_additive_node_entry);
+ }
+ if (!modified_properties.is_empty()) {
+ ModificationNodeEntry modification_node_entry;
+ modification_node_entry.property_table = modified_properties;
+
+ p_instance_modifications.modifications[p_reimported_root->get_path_to(p_node)] = modification_node_entry;
+ }
+ }
+ } else {
HashMap<StringName, Variant> modified_properties = get_modified_properties_for_node(p_node, false);
// Find all valid connections to other nodes.
@@ -4391,58 +4428,56 @@ void EditorNode::get_preload_scene_modification_table(
modification_node_entry.connections_from = valid_connections_from;
modification_node_entry.groups = groups;
- p_modification_table[p_reimported_root->get_path_to(p_node)] = modification_node_entry;
+ p_instance_modifications.modifications[p_reimported_root->get_path_to(p_node)] = modification_node_entry;
}
}
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);
+ get_preload_scene_modification_table(p_edited_scene, p_reimported_root, p_node->get_child(i), p_instance_modifications);
}
}
-void EditorNode::update_reimported_diff_data_for_additional_nodes(
- Node *p_edited_scene,
- Node *p_reimported_root,
+void EditorNode::get_preload_modifications_reference_to_nodes(
+ Node *p_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_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());
- new_additive_node_entry.owner = p_node->get_owner();
- new_additive_node_entry.index = p_node->get_index();
+ List<Node *> &p_excluded_nodes,
+ List<Node *> &p_instance_list_with_children,
+ HashMap<NodePath, ModificationNodeEntry> &p_modification_table) {
+ if (!p_excluded_nodes.find(p_node)) {
+ HashMap<StringName, Variant> modified_properties = get_modified_properties_reference_to_nodes(p_node, p_instance_list_with_children);
- Node2D *node_2d = Object::cast_to<Node2D>(p_node);
- if (node_2d) {
- new_additive_node_entry.transform_2d = node_2d->get_relative_transform_to_parent(node_2d->get_parent());
- }
- Node3D *node_3d = Object::cast_to<Node3D>(p_node);
- if (node_3d) {
- new_additive_node_entry.transform_3d = node_3d->get_relative_transform(node_3d->get_parent());
- }
+ if (!modified_properties.is_empty()) {
+ ModificationNodeEntry modification_node_entry;
+ modification_node_entry.property_table = modified_properties;
- 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;
+ p_modification_table[p_root->get_path_to(p_node)] = modification_node_entry;
+ }
- p_modification_table[p_reimported_root->get_path_to(p_node)] = modification_node_entry;
- }
+ for (int i = 0; i < p_node->get_child_count(); i++) {
+ get_preload_modifications_reference_to_nodes(p_root, p_node->get_child(i), p_excluded_nodes, p_instance_list_with_children, p_modification_table);
}
}
+}
+void EditorNode::get_children_nodes(Node *p_node, List<Node *> &p_nodes) {
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *child = p_node->get_child(i);
- update_reimported_diff_data_for_additional_nodes(p_edited_scene, p_reimported_root, child, p_modification_table, p_addition_list);
+ p_nodes.push_back(child);
+ get_children_nodes(child, p_nodes);
+ }
+}
+
+void EditorNode::replace_history_reimported_nodes(Node *p_original_root_node, Node *p_new_root_node, Node *p_node) {
+ NodePath scene_path_to_node = p_original_root_node->get_path_to(p_node);
+ Node *new_node = p_new_root_node->get_node_or_null(scene_path_to_node);
+ if (new_node) {
+ editor_history.replace_object(p_node->get_instance_id(), new_node->get_instance_id());
+ } else {
+ editor_history.replace_object(p_node->get_instance_id(), ObjectID());
+ }
+
+ for (int i = 0; i < p_node->get_child_count(); i++) {
+ replace_history_reimported_nodes(p_original_root_node, p_new_root_node, p_node->get_child(i));
}
}
@@ -5816,25 +5851,6 @@ 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();
@@ -5857,386 +5873,423 @@ void EditorNode::find_all_instances_inheriting_path_in_node(Node *p_root, Node *
}
for (int i = 0; i < p_node->get_child_count(); i++) {
- Node *child = p_node->get_child(i);
- find_all_instances_inheriting_path_in_node(p_root, child, p_instance_path, p_instance_list);
+ find_all_instances_inheriting_path_in_node(p_root, p_node->get_child(i), p_instance_path, p_instance_list);
}
}
-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();
+void EditorNode::preload_reimporting_with_path_in_edited_scenes(const List<String> &p_scenes) {
+ EditorProgress progress("preload_reimporting_scene", TTR("Preparing scenes for reload"), editor_data.get_edited_scene_count());
+
+ int original_edited_scene_idx = editor_data.get_edited_scene();
- get_edited_scene_map(p_instance_path, edited_scene_map);
+ // Walk through each opened scene to get a global list of all instances which match
+ // the current reimported scenes.
+ for (int current_scene_idx = 0; current_scene_idx < editor_data.get_edited_scene_count(); current_scene_idx++) {
+ progress.step(vformat(TTR("Analyzing scene %s"), editor_data.get_scene_title(current_scene_idx)), current_scene_idx);
- if (edited_scene_map.size() > 0) {
- scenes_modification_table.clear();
+ Node *edited_scene_root = editor_data.get_edited_scene_root(current_scene_idx);
+
+ if (edited_scene_root) {
+ SceneModificationsEntry scene_motifications;
- int original_edited_scene_idx = editor_data.get_edited_scene();
- Node *original_edited_scene_root = editor_data.get_edited_scene_root();
+ for (const String &instance_path : p_scenes) {
+ if (editor_data.get_scene_path(current_scene_idx) == instance_path) {
+ continue;
+ }
- // Prevent scene roots with the same name from being in the tree at the same time.
- scene_root->remove_child(original_edited_scene_root);
+ List<Node *> instance_list;
+ find_all_instances_inheriting_path_in_node(edited_scene_root, edited_scene_root, instance_path, instance_list);
+ if (instance_list.size() > 0) {
+ editor_data.set_edited_scene(current_scene_idx);
- 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);
+ List<Node *> instance_list_with_children;
+ for (Node *original_node : instance_list) {
+ InstanceModificationsEntry instance_modifications;
- // Make sure the node is in the tree so that editor_selection can add node smoothly.
- scene_root->add_child(current_edited_scene);
+ // Fetching all the modified properties of the nodes reimported scene.
+ get_preload_scene_modification_table(edited_scene_root, original_node, original_node, instance_modifications);
- 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);
+ instance_modifications.original_node = original_node;
+ instance_modifications.instance_path = instance_path;
+ scene_motifications.instance_list.push_back(instance_modifications);
- 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;
+ instance_list_with_children.push_back(original_node);
+ get_children_nodes(original_node, instance_list_with_children);
+ }
+
+ // Search the scene to find nodes that references the nodes will be recreated.
+ get_preload_modifications_reference_to_nodes(edited_scene_root, edited_scene_root, instance_list, instance_list_with_children, scene_motifications.other_instances_modifications);
}
}
- scene_root->remove_child(current_edited_scene);
+ if (scene_motifications.instance_list.size() > 0) {
+ scenes_modification_table[current_scene_idx] = scene_motifications;
+ }
}
-
- editor_data.set_edited_scene(original_edited_scene_idx);
- scene_root->add_child(original_edited_scene_root);
}
+
+ editor_data.set_edited_scene(original_edited_scene_idx);
+
+ progress.step(TTR("Preparation done."), editor_data.get_edited_scene_count());
}
-void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_instance_path) {
- HashMap<int, List<Node *>> edited_scene_map;
- Array replaced_nodes;
+void EditorNode::reload_instances_with_path_in_edited_scenes() {
+ if (scenes_modification_table.size() == 0) {
+ return;
+ }
+ EditorProgress progress("reloading_scene", TTR("Scenes reloading"), editor_data.get_edited_scene_count());
+ progress.step(TTR("Reloading..."), 0, true);
- get_edited_scene_map(p_instance_path, edited_scene_map);
+ Error err;
+ Array replaced_nodes;
+ HashMap<String, Ref<PackedScene>> local_scene_cache;
- if (edited_scene_map.size() > 0) {
- // Reload the new instance.
- Error err;
- Ref<PackedScene> instance_scene_packed_scene = ResourceLoader::load(p_instance_path, "", ResourceFormatLoader::CACHE_MODE_REPLACE, &err);
+ // Reload the new instances.
+ for (KeyValue<int, SceneModificationsEntry> &scene_modifications_elem : scenes_modification_table) {
+ for (InstanceModificationsEntry instance_modifications : scene_modifications_elem.value.instance_list) {
+ if (!local_scene_cache.has(instance_modifications.instance_path)) {
+ Ref<PackedScene> instance_scene_packed_scene = ResourceLoader::load(instance_modifications.instance_path, "", ResourceFormatLoader::CACHE_MODE_REPLACE, &err);
- ERR_FAIL_COND(err != OK);
- ERR_FAIL_COND(instance_scene_packed_scene.is_null());
+ ERR_FAIL_COND(err != OK);
+ ERR_FAIL_COND(instance_scene_packed_scene.is_null());
- HashMap<String, Ref<PackedScene>> local_scene_cache;
- local_scene_cache[p_instance_path] = instance_scene_packed_scene;
+ local_scene_cache[instance_modifications.instance_path] = instance_scene_packed_scene;
+ }
+ }
+ }
- // Save the current scene state/selection in case of lost.
- Dictionary editor_state = _get_main_scene_state();
- editor_data.save_edited_scene_state(editor_selection, &editor_history, editor_state);
- editor_selection->clear();
+ // Save the current scene state/selection in case of lost.
+ Dictionary editor_state = _get_main_scene_state();
+ editor_data.save_edited_scene_state(editor_selection, &editor_history, editor_state);
+ editor_selection->clear();
- int original_edited_scene_idx = editor_data.get_edited_scene();
- Node *original_edited_scene_root = editor_data.get_edited_scene_root();
+ int original_edited_scene_idx = editor_data.get_edited_scene();
- // 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 (KeyValue<int, SceneModificationsEntry> &scene_modifications_elem : scenes_modification_table) {
+ // Set the current scene.
+ int current_scene_idx = scene_modifications_elem.key;
+ SceneModificationsEntry *scene_modifications = &scene_modifications_elem.value;
- 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);
+ 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.
+ // Make sure the node is in the tree so that editor_selection can add node smoothly.
+ if (original_edited_scene_idx != current_scene_idx) {
+ // Prevent scene roots with the same name from being in the tree at the same time.
+ Node *original_edited_scene_root = editor_data.get_edited_scene_root(original_edited_scene_idx);
+ if (original_edited_scene_root && original_edited_scene_root->get_name() == current_edited_scene->get_name()) {
+ scene_root->remove_child(original_edited_scene_root);
+ }
scene_root->add_child(current_edited_scene);
+ }
- // Restore the state so that the selection can be updated.
- editor_state = editor_data.restore_edited_scene_state(editor_selection, &editor_history);
+ // Restore the state so that the selection can be updated.
+ editor_state = editor_data.restore_edited_scene_state(editor_selection, &editor_history);
- int current_history_id = editor_data.get_current_edited_scene_history_id();
- bool is_unsaved = EditorUndoRedoManager::get_singleton()->is_history_unsaved(current_history_id);
+ int current_history_id = editor_data.get_current_edited_scene_history_id();
+ bool is_unsaved = EditorUndoRedoManager::get_singleton()->is_history_unsaved(current_history_id);
- // Clear the history for this affected tab.
- EditorUndoRedoManager::get_singleton()->clear_history(false, current_history_id);
+ // Clear the history for this affected tab.
+ EditorUndoRedoManager::get_singleton()->clear_history(false, current_history_id);
- // Update the version
- editor_data.is_scene_changed(current_scene_idx);
+ // Update the version
+ editor_data.is_scene_changed(current_scene_idx);
- // Contains modifications in the edited scene which reference nodes inside of any nodes we will be reimporting.
- HashMap<NodePath, ModificationNodeEntry> edited_scene_global_modification_table;
- update_node_reference_modification_table_for_node(current_edited_scene, current_edited_scene, edited_scene_map_elem.value, edited_scene_global_modification_table);
+ for (InstanceModificationsEntry instance_modifications : scene_modifications->instance_list) {
+ Node *original_node = instance_modifications.original_node;
+ String original_node_file_path = original_node->get_scene_file_path();
+ Ref<PackedScene> instance_scene_packed_scene = local_scene_cache[instance_modifications.instance_path];
- for (Node *original_node : edited_scene_map_elem.value) {
- String original_node_file_path = original_node->get_scene_file_path();
-
- // 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.
- current_packed_scene = instance_scene_packed_scene;
- } else {
- // Otherwise, check the inheritance chain, reloading and caching any scenes
- // we require along the way.
- List<String> required_load_paths;
+ // Load a replacement scene for the node.
+ Ref<PackedScene> current_packed_scene;
+ Ref<PackedScene> base_packed_scene;
+ if (original_node_file_path == instance_modifications.instance_path) {
+ // If the node file name directly matches the scene we're replacing,
+ // just load it since we already cached it.
+ current_packed_scene = instance_scene_packed_scene;
+ } else {
+ // Otherwise, check the inheritance chain, reloading and caching any scenes
+ // we require along the way.
+ List<String> required_load_paths;
+ // Do we need to check if the paths are empty?
+ if (!original_node_file_path.is_empty()) {
+ required_load_paths.push_front(original_node_file_path);
+ }
+ Ref<SceneState> inherited_state = original_node->get_scene_inherited_state();
+ while (inherited_state.is_valid()) {
+ String inherited_path = inherited_state->get_path();
// Do we need to check if the paths are empty?
- if (!original_node_file_path.is_empty()) {
- required_load_paths.push_front(original_node_file_path);
- }
- Ref<SceneState> inherited_state = original_node->get_scene_inherited_state();
- while (inherited_state.is_valid()) {
- String inherited_path = inherited_state->get_path();
- // Do we need to check if the paths are empty?
- if (!inherited_path.is_empty()) {
- required_load_paths.push_front(inherited_path);
- }
- inherited_state = inherited_state->get_base_scene_state();
+ if (!inherited_path.is_empty()) {
+ required_load_paths.push_front(inherited_path);
}
+ inherited_state = inherited_state->get_base_scene_state();
+ }
- // 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;
- } else {
- current_packed_scene = local_scene_cache[path];
- }
+ // 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;
+ } else {
+ current_packed_scene = local_scene_cache[path];
}
}
+ }
- 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 = 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.
+ 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 = 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() != instance_modifications.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);
- }
+ 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 = current_packed_scene->instantiate(PackedScene::GEN_EDIT_STATE_INSTANCE);
+ 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;
- 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);
+ }
+ ERR_FAIL_NULL(instantiated_node);
- // Disconnect all relevant connections, all connections from and persistent connections to.
- for (const KeyValue<NodePath, ModificationNodeEntry> &modification_table_entry : modification_table) {
- for (Connection conn : modification_table_entry.value.connections_from) {
+ // Disconnect all relevant connections, all connections from and persistent connections to.
+ for (const KeyValue<NodePath, ModificationNodeEntry> &modification_table_entry : instance_modifications.modifications) {
+ for (Connection conn : modification_table_entry.value.connections_from) {
+ conn.signal.get_object()->disconnect(conn.signal.get_name(), conn.callable);
+ }
+ for (ConnectionWithNodePath cwnp : modification_table_entry.value.connections_to) {
+ Connection conn = cwnp.connection;
+ if (conn.flags & CONNECT_PERSIST) {
conn.signal.get_object()->disconnect(conn.signal.get_name(), conn.callable);
}
- for (ConnectionWithNodePath cwnp : modification_table_entry.value.connections_to) {
- Connection conn = cwnp.connection;
- if (conn.flags & CONNECT_PERSIST) {
- conn.signal.get_object()->disconnect(conn.signal.get_name(), conn.callable);
- }
- }
}
+ }
- // Store all the paths for any selected nodes which are ancestors of the node we're replacing.
- List<NodePath> selected_node_paths;
- for (Node *selected_node : editor_selection->get_selected_node_list()) {
- if (selected_node == original_node || original_node->is_ancestor_of(selected_node)) {
- selected_node_paths.push_back(original_node->get_path_to(selected_node));
- editor_selection->remove_node(selected_node);
- }
+ // Store all the paths for any selected nodes which are ancestors of the node we're replacing.
+ List<NodePath> selected_node_paths;
+ for (Node *selected_node : editor_selection->get_selected_node_list()) {
+ if (selected_node == original_node || original_node->is_ancestor_of(selected_node)) {
+ selected_node_paths.push_back(original_node->get_path_to(selected_node));
+ editor_selection->remove_node(selected_node);
}
+ }
- // Remove all nodes which were added as additional elements (they will be restored later).
- for (AdditiveNodeEntry additive_node_entry : addition_list) {
- Node *addition_node = additive_node_entry.node;
- addition_node->get_parent()->remove_child(addition_node);
- }
+ // Remove all nodes which were added as additional elements (they will be restored later).
+ for (AdditiveNodeEntry additive_node_entry : instance_modifications.addition_list) {
+ Node *addition_node = additive_node_entry.node;
+ addition_node->get_parent()->remove_child(addition_node);
+ }
- // Clear ownership of the nodes (kind of hack to workaround an issue with
- // replace_by when called on nodes in other tabs).
- List<Node *> nodes_owned_by_original_node;
- original_node->get_owned_by(original_node, &nodes_owned_by_original_node);
- for (Node *owned_node : nodes_owned_by_original_node) {
- owned_node->set_owner(nullptr);
- }
+ // Clear ownership of the nodes (kind of hack to workaround an issue with
+ // replace_by when called on nodes in other tabs).
+ List<Node *> nodes_owned_by_original_node;
+ original_node->get_owned_by(original_node, &nodes_owned_by_original_node);
+ for (Node *owned_node : nodes_owned_by_original_node) {
+ owned_node->set_owner(nullptr);
+ }
- // Delete all the remaining node children.
- while (original_node->get_child_count()) {
- Node *child = original_node->get_child(0);
+ // Replace the old nodes in the history with the new ones.
+ // Otherwise, the history will contain old nodes, and some could still be
+ // instantiated if used elsewhere, causing the "current edited item" to be
+ // linked to a node that will be destroyed later. This caused the editor to
+ // crash when reimporting scenes with animations when "Editable children" was enabled.
+ replace_history_reimported_nodes(original_node, instantiated_node, original_node);
- original_node->remove_child(child);
- child->queue_free();
- }
+ // Delete all the remaining node children.
+ while (original_node->get_child_count()) {
+ Node *child = original_node->get_child(0);
- // Reset the editable instance state.
- bool is_editable = true;
- Node *owner = original_node->get_owner();
- if (owner) {
- is_editable = owner->is_editable_instance(original_node);
- }
+ original_node->remove_child(child);
+ child->queue_free();
+ }
- bool original_node_is_displayed_folded = original_node->is_displayed_folded();
- bool original_node_scene_instance_load_placeholder = original_node->get_scene_instance_load_placeholder();
+ // Reset the editable instance state.
+ bool is_editable = true;
+ Node *owner = original_node->get_owner();
+ if (owner) {
+ is_editable = owner->is_editable_instance(original_node);
+ }
- // Update the name to match
- instantiated_node->set_name(original_node->get_name());
+ bool original_node_is_displayed_folded = original_node->is_displayed_folded();
+ bool original_node_scene_instance_load_placeholder = original_node->get_scene_instance_load_placeholder();
- // Is this replacing the edited root node?
+ // Update the name to match
+ instantiated_node->set_name(original_node->get_name());
- if (current_edited_scene == original_node) {
- // 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);
- }
+ // Is this replacing the edited root node?
- // Replace the original node with the instantiated version.
- original_node->replace_by(instantiated_node, false);
+ if (current_edited_scene == original_node) {
+ // 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);
- // Mark the old node for deletion.
- original_node->queue_free();
+ if (original_edited_scene_idx == current_scene_idx) {
+ // How that the editor executes a redraw while destroying or progressing the EditorProgress,
+ // it crashes when the root scene has been replaced because the edited scene
+ // was freed and no longer in the scene tree.
+ SceneTreeDock::get_singleton()->set_edited_scene(current_edited_scene);
+ if (get_tree()) {
+ get_tree()->set_edited_scene_root(current_edited_scene);
+ }
+ }
+ }
- // Restore the folded and placeholder state from the original node.
- instantiated_node->set_display_folded(original_node_is_displayed_folded);
- instantiated_node->set_scene_instance_load_placeholder(original_node_scene_instance_load_placeholder);
+ // Replace the original node with the instantiated version.
+ original_node->replace_by(instantiated_node, false);
- if (owner) {
- Ref<SceneState> ss_inst = owner->get_scene_instance_state();
- if (ss_inst.is_valid()) {
- ss_inst->update_instance_resource(p_instance_path, current_packed_scene);
- }
+ // Mark the old node for deletion.
+ original_node->queue_free();
+
+ // Restore the folded and placeholder state from the original node.
+ instantiated_node->set_display_folded(original_node_is_displayed_folded);
+ instantiated_node->set_scene_instance_load_placeholder(original_node_scene_instance_load_placeholder);
- owner->set_editable_instance(instantiated_node, is_editable);
+ if (owner) {
+ Ref<SceneState> ss_inst = owner->get_scene_instance_state();
+ if (ss_inst.is_valid()) {
+ ss_inst->update_instance_resource(instance_modifications.instance_path, current_packed_scene);
}
- // Attempt to re-add all the additional nodes.
- for (AdditiveNodeEntry additive_node_entry : addition_list) {
- Node *parent_node = instantiated_node->get_node_or_null(additive_node_entry.parent);
+ owner->set_editable_instance(instantiated_node, is_editable);
+ }
- if (!parent_node) {
- parent_node = current_edited_scene;
- }
+ // Attempt to re-add all the additional nodes.
+ for (AdditiveNodeEntry additive_node_entry : instance_modifications.addition_list) {
+ Node *parent_node = instantiated_node->get_node_or_null(additive_node_entry.parent);
- parent_node->add_child(additive_node_entry.node);
- parent_node->move_child(additive_node_entry.node, additive_node_entry.index);
- // If the additive node's owner was the node which got replaced, update it.
- if (additive_node_entry.owner == original_node) {
- additive_node_entry.owner = instantiated_node;
- }
+ if (!parent_node) {
+ parent_node = current_edited_scene;
+ }
- additive_node_entry.node->set_owner(additive_node_entry.owner);
+ parent_node->add_child(additive_node_entry.node);
+ parent_node->move_child(additive_node_entry.node, additive_node_entry.index);
+ // If the additive node's owner was the node which got replaced, update it.
+ if (additive_node_entry.owner == original_node) {
+ additive_node_entry.owner = instantiated_node;
+ }
- // If the parent node was lost, attempt to restore the original global transform.
- {
- Node2D *node_2d = Object::cast_to<Node2D>(additive_node_entry.node);
- if (node_2d) {
- node_2d->set_transform(additive_node_entry.transform_2d);
- }
+ additive_node_entry.node->set_owner(additive_node_entry.owner);
- Node3D *node_3d = Object::cast_to<Node3D>(additive_node_entry.node);
- if (node_3d) {
- node_3d->set_transform(additive_node_entry.transform_3d);
- }
+ // If the parent node was lost, attempt to restore the original global transform.
+ {
+ Node2D *node_2d = Object::cast_to<Node2D>(additive_node_entry.node);
+ if (node_2d) {
+ node_2d->set_transform(additive_node_entry.transform_2d);
}
- }
- // Restore the selection.
- if (selected_node_paths.size()) {
- for (NodePath selected_node_path : selected_node_paths) {
- Node *selected_node = instantiated_node->get_node_or_null(selected_node_path);
- if (selected_node) {
- editor_selection->add_node(selected_node);
- }
+ Node3D *node_3d = Object::cast_to<Node3D>(additive_node_entry.node);
+ if (node_3d) {
+ node_3d->set_transform(additive_node_entry.transform_3d);
}
- editor_selection->update();
}
+ }
- // Attempt to restore the modified properties and signals for the instantitated node and all its owned children.
- for (KeyValue<NodePath, ModificationNodeEntry> &E : modification_table) {
- NodePath new_current_path = E.key;
- Node *modifiable_node = instantiated_node->get_node_or_null(new_current_path);
-
- update_node_from_node_modification_entry(modifiable_node, E.value);
+ // Restore the selection.
+ if (selected_node_paths.size()) {
+ for (NodePath selected_node_path : selected_node_paths) {
+ Node *selected_node = instantiated_node->get_node_or_null(selected_node_path);
+ if (selected_node) {
+ editor_selection->add_node(selected_node);
+ }
}
- // Add the newly instantiated node to the edited scene's replaced node list.
- replaced_nodes.push_back(instantiated_node);
+ editor_selection->update();
}
// Attempt to restore the modified properties and signals for the instantitated node and all its owned children.
- for (KeyValue<NodePath, ModificationNodeEntry> &E : edited_scene_global_modification_table) {
+ for (KeyValue<NodePath, ModificationNodeEntry> &E : instance_modifications.modifications) {
NodePath new_current_path = E.key;
- Node *modifiable_node = current_edited_scene->get_node_or_null(new_current_path);
+ Node *modifiable_node = instantiated_node->get_node_or_null(new_current_path);
- if (modifiable_node) {
- update_node_from_node_modification_entry(modifiable_node, E.value);
- }
+ update_node_from_node_modification_entry(modifiable_node, E.value);
}
+ // Add the newly instantiated node to the edited scene's replaced node list.
+ replaced_nodes.push_back(instantiated_node);
+ }
- if (is_unsaved) {
- EditorUndoRedoManager::get_singleton()->set_history_as_unsaved(current_history_id);
+ // Attempt to restore the modified properties and signals for the instantitated node and all its owned children.
+ for (KeyValue<NodePath, ModificationNodeEntry> &E : scene_modifications->other_instances_modifications) {
+ NodePath new_current_path = E.key;
+ Node *modifiable_node = current_edited_scene->get_node_or_null(new_current_path);
+
+ if (modifiable_node) {
+ update_node_from_node_modification_entry(modifiable_node, E.value);
}
+ }
- // Save the current handled scene state.
- editor_data.save_edited_scene_state(editor_selection, &editor_history, editor_state);
- editor_selection->clear();
+ if (is_unsaved) {
+ EditorUndoRedoManager::get_singleton()->set_history_as_unsaved(current_history_id);
+ }
- // Cleanup the history of the changes.
- editor_history.cleanup_history();
+ // Save the current handled scene state.
+ editor_data.save_edited_scene_state(editor_selection, &editor_history, editor_state);
+ editor_selection->clear();
- scene_root->remove_child(current_edited_scene);
- }
+ // Cleanup the history of the changes.
+ editor_history.cleanup_history();
- // For the whole editor, call the _notify_nodes_scene_reimported with a list of replaced nodes.
- // To inform anything that depends on them that they should update as appropriate.
- _notify_nodes_scene_reimported(this, replaced_nodes);
+ if (original_edited_scene_idx != current_scene_idx) {
+ scene_root->remove_child(current_edited_scene);
- edited_scene_map.clear();
+ // Ensure the current edited scene is re-added if removed earlier because it has the same name
+ // as the reimported scene. The editor could crash when reloading SceneTreeDock if the current
+ // edited scene is not in the scene tree.
+ Node *original_edited_scene_root = editor_data.get_edited_scene_root(original_edited_scene_idx);
+ if (original_edited_scene_root && !original_edited_scene_root->get_parent()) {
+ scene_root->add_child(original_edited_scene_root);
+ }
+ }
+ }
- editor_data.set_edited_scene(original_edited_scene_idx);
+ // For the whole editor, call the _notify_nodes_scene_reimported with a list of replaced nodes.
+ // To inform anything that depends on them that they should update as appropriate.
+ _notify_nodes_scene_reimported(this, replaced_nodes);
- original_edited_scene_root = editor_data.get_edited_scene_root();
- scene_root->add_child(original_edited_scene_root);
+ editor_data.set_edited_scene(original_edited_scene_idx);
- editor_data.restore_edited_scene_state(editor_selection, &editor_history);
- }
+ editor_data.restore_edited_scene_state(editor_selection, &editor_history);
scenes_modification_table.clear();
+
+ progress.step(TTR("Reloading done."), editor_data.get_edited_scene_count());
}
void EditorNode::_remove_all_not_owned_children(Node *p_node, Node *p_owner) {
diff --git a/editor/editor_node.h b/editor/editor_node.h
index 4d55eaf1b2..0877d458a7 100644
--- a/editor/editor_node.h
+++ b/editor/editor_node.h
@@ -797,6 +797,7 @@ public:
Error load_resource(const String &p_resource, bool p_ignore_broken_deps = false);
HashMap<StringName, Variant> get_modified_properties_for_node(Node *p_node, bool p_node_references_only);
+ HashMap<StringName, Variant> get_modified_properties_reference_to_nodes(Node *p_node, List<Node *> &p_nodes_referenced_by);
struct AdditiveNodeEntry {
Node *node = nullptr;
@@ -820,29 +821,39 @@ public:
List<Node::GroupInfo> groups;
};
- HashMap<int, HashMap<NodePath, HashMap<NodePath, ModificationNodeEntry>>> scenes_modification_table;
+ struct InstanceModificationsEntry {
+ Node *original_node;
+ String instance_path;
+ List<Node *> instance_list;
+ HashMap<NodePath, ModificationNodeEntry> modifications;
+ List<AdditiveNodeEntry> addition_list;
+ };
- void update_node_from_node_modification_entry(Node *p_node, ModificationNodeEntry &p_node_modification);
+ struct SceneModificationsEntry {
+ List<InstanceModificationsEntry> instance_list;
+ HashMap<NodePath, ModificationNodeEntry> other_instances_modifications;
+ };
- void update_node_reference_modification_table_for_node(
- Node *p_root,
- Node *p_node,
- List<Node *> p_excluded_nodes,
- HashMap<NodePath, ModificationNodeEntry> &p_modification_table);
+ HashMap<int, SceneModificationsEntry> scenes_modification_table;
+
+ void update_node_from_node_modification_entry(Node *p_node, ModificationNodeEntry &p_node_modification);
void get_preload_scene_modification_table(
Node *p_edited_scene,
Node *p_reimported_root,
- Node *p_node, HashMap<NodePath, ModificationNodeEntry> &p_modification_table);
+ Node *p_node, InstanceModificationsEntry &p_instance_modifications);
- void update_reimported_diff_data_for_additional_nodes(
- Node *p_edited_scene,
- Node *p_reimported_root,
+ void get_preload_modifications_reference_to_nodes(
+ Node *p_root,
Node *p_node,
- HashMap<NodePath, ModificationNodeEntry> &p_modification_table,
- List<AdditiveNodeEntry> &p_addition_list);
+ List<Node *> &p_excluded_nodes,
+ List<Node *> &p_instance_list_with_children,
+ HashMap<NodePath, ModificationNodeEntry> &p_modification_table);
+ void get_children_nodes(Node *p_node, List<Node *> &p_nodes);
bool is_additional_node_in_scene(Node *p_edited_scene, Node *p_reimported_root, Node *p_node);
+ void replace_history_reimported_nodes(Node *p_original_root_node, Node *p_new_root_node, Node *p_node);
+
bool is_scene_open(const String &p_path);
bool is_multi_window_enabled() const;
@@ -896,10 +907,9 @@ 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);
+ void preload_reimporting_with_path_in_edited_scenes(const List<String> &p_scenes);
+ void reload_instances_with_path_in_edited_scenes();
bool is_exiting() const { return exiting; }
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index 351adc569c..2da9d66d9a 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -1096,14 +1096,14 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id, bool
default_value = vsnode->get_input_port_default_value(j);
}
- Button *button = memnew(Button);
- hb->add_child(button);
- register_default_input_button(p_id, j, button);
- button->connect(SceneStringName(pressed), callable_mp(editor, &VisualShaderEditor::_edit_port_default_input).bind(button, p_id, j));
+ Button *default_input_btn = memnew(Button);
+ hb->add_child(default_input_btn);
+ register_default_input_button(p_id, j, default_input_btn);
+ default_input_btn->connect(SceneStringName(pressed), callable_mp(editor, &VisualShaderEditor::_edit_port_default_input).bind(default_input_btn, p_id, j));
if (default_value.get_type() != Variant::NIL) { // only a label
set_input_port_default_value(p_type, p_id, j, default_value);
} else {
- button->hide();
+ default_input_btn->hide();
}
if (j == 0 && custom_editor) {
@@ -1144,7 +1144,7 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id, bool
Label *label = memnew(Label);
label->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED); // TODO: Implement proper translation switch.
label->set_text(name_left);
- label->add_theme_style_override(CoreStringName(normal), editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor"))); //more compact
+ label->add_theme_style_override(CoreStringName(normal), editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor")));
hb->add_child(label);
if (vsnode->is_input_port_default(j, mode) && !port_left_used) {
diff --git a/editor/project_manager/project_dialog.cpp b/editor/project_manager/project_dialog.cpp
index ee2253b294..b4aa00ee0a 100644
--- a/editor/project_manager/project_dialog.cpp
+++ b/editor/project_manager/project_dialog.cpp
@@ -351,15 +351,19 @@ void ProjectDialog::_install_path_changed() {
}
void ProjectDialog::_browse_project_path() {
+ String path = project_path->get_text();
+ if (path.is_empty()) {
+ path = EDITOR_GET("filesystem/directories/default_project_path");
+ }
if (mode == MODE_IMPORT && install_path->is_visible_in_tree()) {
// Select last ZIP file.
- fdialog_project->set_current_path(project_path->get_text());
+ fdialog_project->set_current_path(path);
} else if ((mode == MODE_NEW || mode == MODE_INSTALL) && create_dir->is_pressed()) {
// Select parent directory of project path.
- fdialog_project->set_current_dir(project_path->get_text().get_base_dir());
+ fdialog_project->set_current_dir(path.get_base_dir());
} else {
// Select project path.
- fdialog_project->set_current_dir(project_path->get_text());
+ fdialog_project->set_current_dir(path);
}
if (mode == MODE_IMPORT) {
@@ -425,6 +429,10 @@ void ProjectDialog::_install_path_selected(const String &p_path) {
get_ok_button()->grab_focus();
}
+void ProjectDialog::_reset_name() {
+ project_name->set_text(TTR("New Game Project"));
+}
+
void ProjectDialog::_renderer_selected() {
ERR_FAIL_NULL(renderer_button_group->get_pressed_button());
@@ -690,6 +698,7 @@ void ProjectDialog::set_project_path(const String &p_path) {
}
void ProjectDialog::ask_for_path_and_show() {
+ _reset_name();
_browse_project_path();
}
@@ -714,8 +723,7 @@ void ProjectDialog::show_dialog(bool p_reset_name) {
callable_mp(project_name, &LineEdit::select_all).call_deferred();
} else {
if (p_reset_name) {
- String proj = TTR("New Game Project");
- project_name->set_text(proj);
+ _reset_name();
}
project_path->set_editable(true);
diff --git a/editor/project_manager/project_dialog.h b/editor/project_manager/project_dialog.h
index 0efe1991ab..b985492f84 100644
--- a/editor/project_manager/project_dialog.h
+++ b/editor/project_manager/project_dialog.h
@@ -122,6 +122,7 @@ private:
void _project_path_selected(const String &p_path);
void _install_path_selected(const String &p_path);
+ void _reset_name();
void _renderer_selected();
void _nonempty_confirmation_ok_pressed();
diff --git a/editor/themes/editor_theme_manager.cpp b/editor/themes/editor_theme_manager.cpp
index a63b6d4e14..9d8cbb053d 100644
--- a/editor/themes/editor_theme_manager.cpp
+++ b/editor/themes/editor_theme_manager.cpp
@@ -2346,7 +2346,7 @@ void EditorThemeManager::_populate_editor_styles(const Ref<EditorTheme> &p_theme
}
// VisualShader editor.
- p_theme->set_stylebox("label_style", "VShaderEditor", make_empty_stylebox(2, 1, 2, 1));
+ p_theme->set_stylebox("label_style", "VShaderEditor", make_empty_stylebox(4, 6, 4, 6));
// StateMachine graph.
{
diff --git a/modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp b/modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp
index e29cc753c9..fcb477995f 100644
--- a/modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp
+++ b/modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp
@@ -34,6 +34,7 @@
#include "editor/editor_node.h"
#include "editor/editor_string_names.h"
#include "editor/editor_undo_redo_manager.h"
+#include "editor/themes/editor_scale.h"
#include "scene/gui/check_box.h"
#include "scene/gui/option_button.h"
#include "scene/gui/spin_box.h"
@@ -290,7 +291,6 @@ void AudioStreamInteractiveTransitionEditor::edit(Object *p_obj) {
}
int min_w = header_font->get_string_size(name + "XX").width;
- tree->set_column_expand(cell_index, false);
tree->set_column_custom_minimum_width(cell_index, min_w);
max_w = MAX(max_w, min_w);
@@ -314,11 +314,10 @@ void AudioStreamInteractiveTransitionEditor::edit(Object *p_obj) {
}
}
- tree->set_column_expand(header_index, false);
tree->set_column_custom_minimum_width(header_index, max_w);
selection_order.clear();
_update_selection();
- popup_centered_ratio(0.6);
+ popup_centered_clamped(Size2(900, 450) * EDSCALE);
updating = false;
_update_transitions();
}
@@ -332,6 +331,7 @@ AudioStreamInteractiveTransitionEditor::AudioStreamInteractiveTransitionEditor()
tree->set_hide_root(true);
tree->add_theme_constant_override("draw_guides", 1);
tree->set_select_mode(Tree::SELECT_MULTI);
+ tree->set_custom_minimum_size(Size2(400, 0) * EDSCALE);
split->add_child(tree);
tree->set_h_size_flags(Control::SIZE_EXPAND_FILL);
diff --git a/modules/multiplayer/editor/replication_editor.cpp b/modules/multiplayer/editor/replication_editor.cpp
index d242b06c29..851ad85876 100644
--- a/modules/multiplayer/editor/replication_editor.cpp
+++ b/modules/multiplayer/editor/replication_editor.cpp
@@ -430,7 +430,7 @@ void ReplicationEditor::_tree_item_edited() {
undo_redo->add_do_method(config.ptr(), "property_set_spawn", prop, value);
undo_redo->add_undo_method(config.ptr(), "property_set_spawn", prop, !value);
undo_redo->add_do_method(this, "_update_value", prop, column, value ? 1 : 0);
- undo_redo->add_undo_method(this, "_update_value", prop, column, value ? 1 : 0);
+ undo_redo->add_undo_method(this, "_update_value", prop, column, value ? 0 : 1);
undo_redo->commit_action();
} else if (column == 2) {
undo_redo->create_action(TTR("Set sync property"));
diff --git a/modules/websocket/wsl_peer.cpp b/modules/websocket/wsl_peer.cpp
index 3c63aa4fbf..0a9a4053e3 100644
--- a/modules/websocket/wsl_peer.cpp
+++ b/modules/websocket/wsl_peer.cpp
@@ -99,6 +99,8 @@ void WSLPeer::Resolver::try_next_candidate(Ref<StreamPeerTCP> &p_tcp) {
p_tcp->poll();
StreamPeerTCP::Status status = p_tcp->get_status();
if (status == StreamPeerTCP::STATUS_CONNECTED) {
+ // On Windows, setting TCP_NODELAY may fail if the socket is still connecting.
+ p_tcp->set_no_delay(true);
ip_candidates.clear();
return;
} else if (status == StreamPeerTCP::STATUS_CONNECTING) {
@@ -112,7 +114,6 @@ void WSLPeer::Resolver::try_next_candidate(Ref<StreamPeerTCP> &p_tcp) {
while (ip_candidates.size()) {
Error err = p_tcp->connect_to_host(ip_candidates.pop_front(), port);
if (err == OK) {
- p_tcp->set_no_delay(true);
return;
} else {
p_tcp->disconnect_from_host();
@@ -311,7 +312,7 @@ void WSLPeer::_do_client_handshake() {
ERR_FAIL_COND(tcp.is_null());
// Try to connect to candidates.
- if (resolver.has_more_candidates()) {
+ if (resolver.has_more_candidates() || tcp->get_status() == StreamPeerTCP::STATUS_CONNECTING) {
resolver.try_next_candidate(tcp);
if (resolver.has_more_candidates()) {
return; // Still pending.
diff --git a/platform/macos/gl_manager_macos_legacy.h b/platform/macos/gl_manager_macos_legacy.h
index af9be8f5ba..383c5c3306 100644
--- a/platform/macos/gl_manager_macos_legacy.h
+++ b/platform/macos/gl_manager_macos_legacy.h
@@ -62,6 +62,7 @@ class GLManagerLegacy_MacOS {
Error create_context(GLWindow &win);
+ bool framework_loaded = false;
bool use_vsync = false;
CGLEnablePtr CGLEnable = nullptr;
CGLSetParameterPtr CGLSetParameter = nullptr;
diff --git a/platform/macos/gl_manager_macos_legacy.mm b/platform/macos/gl_manager_macos_legacy.mm
index 6ce3831d9c..a0d037144e 100644
--- a/platform/macos/gl_manager_macos_legacy.mm
+++ b/platform/macos/gl_manager_macos_legacy.mm
@@ -32,6 +32,7 @@
#if defined(MACOS_ENABLED) && defined(GLES3_ENABLED)
+#include <dlfcn.h>
#include <stdio.h>
#include <stdlib.h>
@@ -156,7 +157,7 @@ void GLManagerLegacy_MacOS::window_set_per_pixel_transparency_enabled(DisplaySer
}
Error GLManagerLegacy_MacOS::initialize() {
- return OK;
+ return framework_loaded ? OK : ERR_CANT_CREATE;
}
void GLManagerLegacy_MacOS::set_use_vsync(bool p_use) {
@@ -186,12 +187,17 @@ NSOpenGLContext *GLManagerLegacy_MacOS::get_context(DisplayServer::WindowID p_wi
}
GLManagerLegacy_MacOS::GLManagerLegacy_MacOS() {
- CFBundleRef framework = CFBundleGetBundleWithIdentifier(CFSTR("com.apple.opengl"));
- CFBundleLoadExecutable(framework);
-
- CGLEnable = (CGLEnablePtr)CFBundleGetFunctionPointerForName(framework, CFSTR("CGLEnable"));
- CGLSetParameter = (CGLSetParameterPtr)CFBundleGetFunctionPointerForName(framework, CFSTR("CGLSetParameter"));
- CGLGetCurrentContext = (CGLGetCurrentContextPtr)CFBundleGetFunctionPointerForName(framework, CFSTR("CGLGetCurrentContext"));
+ NSBundle *framework = [NSBundle bundleWithPath:@"/System/Library/Frameworks/OpenGL.framework"];
+ if (framework) {
+ void *library_handle = dlopen([framework.executablePath UTF8String], RTLD_NOW);
+ if (library_handle) {
+ CGLEnable = (CGLEnablePtr)dlsym(library_handle, "CGLEnable");
+ CGLSetParameter = (CGLSetParameterPtr)dlsym(library_handle, "CGLSetParameter");
+ CGLGetCurrentContext = (CGLGetCurrentContextPtr)dlsym(library_handle, "CGLGetCurrentContext");
+
+ framework_loaded = CGLEnable && CGLSetParameter && CGLGetCurrentContext;
+ }
+ }
}
GLManagerLegacy_MacOS::~GLManagerLegacy_MacOS() {
diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp
index 48ade1e5cc..c12b95314e 100644
--- a/scene/2d/tile_map.cpp
+++ b/scene/2d/tile_map.cpp
@@ -817,6 +817,8 @@ TypedArray<Vector2i> TileMap::get_surrounding_cells(const Vector2i &p_coords) {
PackedStringArray TileMap::get_configuration_warnings() const {
PackedStringArray warnings = Node::get_configuration_warnings();
+ warnings.push_back(RTR("The TileMap node is deprecated as it is superseded by the use of multiple TileMapLayer nodes.\nTo convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with this node selected, click the toolbox icon in the top-right corner and choose \"Extract TileMap layers as individual TileMapLayer nodes\"."));
+
// Retrieve the set of Z index values with a Y-sorted layer.
RBSet<int> y_sorted_z_index;
for (const TileMapLayer *layer : layers) {
diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp
index 3d24b3bbe9..5a4e176e99 100644
--- a/scene/3d/skeleton_3d.cpp
+++ b/scene/3d/skeleton_3d.cpp
@@ -300,7 +300,7 @@ void Skeleton3D::setup_simulator() {
simulator = sim;
sim->is_compat = true;
sim->set_active(false); // Don't run unneeded process.
- add_child(simulator);
+ add_child(simulator, false, INTERNAL_MODE_BACK);
set_animate_physical_bones(animate_physical_bones);
}
#endif // _DISABLE_DEPRECATED
diff --git a/scene/gui/popup_menu.cpp b/scene/gui/popup_menu.cpp
index f62421061b..443fe4774a 100644
--- a/scene/gui/popup_menu.cpp
+++ b/scene/gui/popup_menu.cpp
@@ -608,7 +608,7 @@ void PopupMenu::_input_from_window_internal(const Ref<InputEvent> &p_event) {
return;
}
// Disable clicks under a time threshold to avoid selection right when opening the popup.
- if (was_during_grabbed_click && OS::get_singleton()->get_ticks_msec() - popup_time_msec < 150) {
+ if (was_during_grabbed_click && OS::get_singleton()->get_ticks_msec() - popup_time_msec < 400) {
return;
}
@@ -1064,6 +1064,7 @@ void PopupMenu::_notification(int p_what) {
} break;
case NOTIFICATION_POST_POPUP: {
+ popup_time_msec = OS::get_singleton()->get_ticks_msec();
initial_button_mask = Input::get_singleton()->get_mouse_button_mask();
during_grabbed_click = (bool)initial_button_mask;
} break;
diff --git a/servers/rendering/dummy/storage/light_storage.cpp b/servers/rendering/dummy/storage/light_storage.cpp
new file mode 100644
index 0000000000..443e047b37
--- /dev/null
+++ b/servers/rendering/dummy/storage/light_storage.cpp
@@ -0,0 +1,86 @@
+/**************************************************************************/
+/* light_storage.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "light_storage.h"
+
+using namespace RendererDummy;
+
+LightStorage *LightStorage::singleton = nullptr;
+
+LightStorage *LightStorage::get_singleton() {
+ return singleton;
+}
+
+LightStorage::LightStorage() {
+ singleton = this;
+}
+
+LightStorage::~LightStorage() {
+ singleton = nullptr;
+}
+
+bool LightStorage::free(RID p_rid) {
+ if (owns_lightmap(p_rid)) {
+ lightmap_free(p_rid);
+ return true;
+ } else if (owns_lightmap_instance(p_rid)) {
+ lightmap_instance_free(p_rid);
+ return true;
+ }
+
+ return false;
+}
+
+/* LIGHTMAP API */
+
+RID LightStorage::lightmap_allocate() {
+ return lightmap_owner.allocate_rid();
+}
+
+void LightStorage::lightmap_initialize(RID p_lightmap) {
+ lightmap_owner.initialize_rid(p_lightmap, Lightmap());
+}
+
+void LightStorage::lightmap_free(RID p_rid) {
+ lightmap_set_textures(p_rid, RID(), false);
+ lightmap_owner.free(p_rid);
+}
+
+/* LIGHTMAP INSTANCE */
+
+RID LightStorage::lightmap_instance_create(RID p_lightmap) {
+ LightmapInstance li;
+ li.lightmap = p_lightmap;
+ return lightmap_instance_owner.make_rid(li);
+}
+
+void LightStorage::lightmap_instance_free(RID p_lightmap) {
+ lightmap_instance_owner.free(p_lightmap);
+}
diff --git a/servers/rendering/dummy/storage/light_storage.h b/servers/rendering/dummy/storage/light_storage.h
index 0a9602b603..c3b63cdbf6 100644
--- a/servers/rendering/dummy/storage/light_storage.h
+++ b/servers/rendering/dummy/storage/light_storage.h
@@ -36,7 +36,29 @@
namespace RendererDummy {
class LightStorage : public RendererLightStorage {
+private:
+ static LightStorage *singleton;
+ /* LIGHTMAP */
+ struct Lightmap {
+ // dummy lightmap, no data
+ };
+
+ mutable RID_Owner<Lightmap, true> lightmap_owner;
+ /* LIGHTMAP INSTANCE */
+
+ struct LightmapInstance {
+ RID lightmap;
+ };
+
+ mutable RID_Owner<LightmapInstance> lightmap_instance_owner;
+
public:
+ static LightStorage *get_singleton();
+
+ LightStorage();
+ virtual ~LightStorage();
+
+ bool free(RID p_rid);
/* Light API */
virtual RID directional_light_allocate() override { return RID(); }
@@ -146,9 +168,11 @@ public:
/* LIGHTMAP CAPTURE */
- virtual RID lightmap_allocate() override { return RID(); }
- virtual void lightmap_initialize(RID p_rid) override {}
- virtual void lightmap_free(RID p_rid) override {}
+ bool owns_lightmap(RID p_rid) { return lightmap_owner.owns(p_rid); }
+
+ virtual RID lightmap_allocate() override;
+ virtual void lightmap_initialize(RID p_rid) override;
+ virtual void lightmap_free(RID p_rid) override;
virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override {}
virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override {}
@@ -167,8 +191,10 @@ public:
/* LIGHTMAP INSTANCE */
- RID lightmap_instance_create(RID p_lightmap) override { return RID(); }
- void lightmap_instance_free(RID p_lightmap) override {}
+ bool owns_lightmap_instance(RID p_rid) { return lightmap_instance_owner.owns(p_rid); }
+
+ RID lightmap_instance_create(RID p_lightmap) override;
+ void lightmap_instance_free(RID p_lightmap) override;
void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override {}
/* SHADOW ATLAS API */
diff --git a/servers/rendering/dummy/storage/utilities.h b/servers/rendering/dummy/storage/utilities.h
index 6e8af9afac..ae83547afd 100644
--- a/servers/rendering/dummy/storage/utilities.h
+++ b/servers/rendering/dummy/storage/utilities.h
@@ -31,6 +31,7 @@
#ifndef UTILITIES_DUMMY_H
#define UTILITIES_DUMMY_H
+#include "light_storage.h"
#include "material_storage.h"
#include "mesh_storage.h"
#include "servers/rendering/storage/utilities.h"
@@ -55,12 +56,16 @@ public:
return RS::INSTANCE_MESH;
} else if (RendererDummy::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
return RS::INSTANCE_MULTIMESH;
+ } else if (RendererDummy::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
+ return RS::INSTANCE_LIGHTMAP;
}
return RS::INSTANCE_NONE;
}
virtual bool free(RID p_rid) override {
- if (RendererDummy::TextureStorage::get_singleton()->owns_texture(p_rid)) {
+ if (RendererDummy::LightStorage::get_singleton()->free(p_rid)) {
+ return true;
+ } else if (RendererDummy::TextureStorage::get_singleton()->owns_texture(p_rid)) {
RendererDummy::TextureStorage::get_singleton()->texture_free(p_rid);
return true;
} else if (RendererDummy::MeshStorage::get_singleton()->owns_mesh(p_rid)) {