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-rw-r--r--editor/editor_node.cpp801
1 files changed, 427 insertions, 374 deletions
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) {