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Change how editable children data is stored
Co-authored-by: hilfazer <az13337@gmail.com>
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@@ -1920,32 +1920,22 @@ String Node::get_editor_description() const {
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void Node::set_editable_instance(Node *p_node, bool p_editable) {
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ERR_FAIL_NULL(p_node);
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ERR_FAIL_COND(!is_a_parent_of(p_node));
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NodePath p = get_path_to(p_node);
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if (!p_editable) {
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data.editable_instances.erase(p);
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p_node->data.editable_instance = false;
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// Avoid this flag being needlessly saved;
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// also give more visual feedback if editable children is re-enabled
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set_display_folded(false);
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} else {
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data.editable_instances[p] = true;
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p_node->data.editable_instance = true;
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}
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}
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bool Node::is_editable_instance(const Node *p_node) const {
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if (!p_node) {
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return false; //easier, null is never editable :)
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return false; // Easier, null is never editable. :)
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}
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ERR_FAIL_COND_V(!is_a_parent_of(p_node), false);
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NodePath p = get_path_to(p_node);
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return data.editable_instances.has(p);
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}
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void Node::set_editable_instances(const HashMap<NodePath, int> &p_editable_instances) {
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data.editable_instances = p_editable_instances;
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}
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HashMap<NodePath, int> Node::get_editable_instances() const {
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return data.editable_instances;
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return p_node->data.editable_instance;
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}
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void Node::set_scene_instance_state(const Ref<SceneState> &p_state) {
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