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Supplement the case of scene instantiation for "Editable Children"
This is a follow-up to #65011. For scenes with **Editable Children** enabled, the main scene will record more information and resource mapping will be valid for multiple nodes.
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@@ -78,18 +78,22 @@ static Array _sanitize_node_pinned_properties(Node *p_node) {
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return pinned;
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}
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Ref<Resource> SceneState::get_remap_resource(const Ref<Resource> &p_resource, HashMap<Ref<Resource>, Ref<Resource>> &remap_cache, const Ref<Resource> &p_fallback, Node *p_for_scene) {
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Ref<Resource> SceneState::get_remap_resource(const Ref<Resource> &p_resource, HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &remap_cache, const Ref<Resource> &p_fallback, Node *p_for_scene) {
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ERR_FAIL_COND_V(p_resource.is_null(), Ref<Resource>());
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Ref<Resource> remap_resource;
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bool reuse_fallback = p_fallback.is_valid() && p_fallback->is_local_to_scene() && p_fallback->get_class() == p_resource->get_class();
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// Find the shared copy of the source resource.
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HashMap<Ref<Resource>, Ref<Resource>>::Iterator R = remap_cache.find(p_resource);
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if (R) {
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remap_resource = R->value;
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} else if (p_fallback.is_valid() && p_fallback->is_local_to_scene() && p_fallback->get_class() == p_resource->get_class()) {
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// Simply copy the data from the source resource to update the fallback resource that was previously set.
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if (reuse_fallback) {
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// The fallback resource can only be mapped at most once when it is valid.
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for (const KeyValue<Ref<Resource>, Ref<Resource>> &E : remap_cache[p_for_scene]) {
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if (E.value == p_fallback) {
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reuse_fallback = false;
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break;
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}
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}
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}
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if (reuse_fallback) { // Simply copy the data from the source resource to update the fallback resource that was previously set.
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p_fallback->reset_state(); // May want to reset state.
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List<PropertyInfo> pi;
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@@ -113,18 +117,14 @@ Ref<Resource> SceneState::get_remap_resource(const Ref<Resource> &p_resource, Ha
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p_fallback->set(E.name, value);
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}
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p_fallback->set_scene_unique_id(p_resource->get_scene_unique_id()); // Get the id from the main scene, in case the id changes again when saving the scene.
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remap_cache[p_resource] = p_fallback;
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remap_resource = p_fallback;
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} else { // A copy of the source resource is required to overwrite the previous one.
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Ref<Resource> local_dupe = p_resource->duplicate_for_local_scene(p_for_scene, remap_cache);
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remap_cache[p_resource] = local_dupe;
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remap_resource = local_dupe;
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remap_cache[p_for_scene][p_resource] = p_fallback;
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return p_fallback;
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}
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return remap_resource;
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// A copy of the source resource is required to overwrite the previous one.
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Ref<Resource> local_dupe = p_resource->duplicate_for_local_scene(p_for_scene, remap_cache[p_for_scene]);
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remap_cache[p_for_scene][p_resource] = local_dupe;
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return local_dupe;
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}
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static Node *_find_node_by_id(Node *p_owner, Node *p_node, int32_t p_id) {
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@@ -185,7 +185,7 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
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bool gen_node_path_cache = p_edit_state != GEN_EDIT_STATE_DISABLED && node_path_cache.is_empty();
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HashMap<Ref<Resource>, Ref<Resource>> resources_local_to_scene;
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HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> resources_local_to_scenes; // Record the mappings in sub-scenes.
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LocalVector<DeferredNodePathProperties> deferred_node_paths;
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@@ -359,7 +359,6 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
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const NodeData::Property *nprops = &n.properties[0];
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Dictionary missing_resource_properties;
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HashMap<Ref<Resource>, Ref<Resource>> resources_local_to_sub_scene; // Record the mappings in the sub-scene.
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for (int j = 0; j < nprop_count; j++) {
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bool valid;
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@@ -430,7 +429,7 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
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//handle resources that are local to scene by duplicating them if needed
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Ref<Resource> res = value;
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if (res.is_valid()) {
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value = make_local_resource(value, n, resources_local_to_sub_scene, node, snames[nprops[j].name], resources_local_to_scene, i, ret_nodes, p_edit_state);
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value = make_local_resource(value, n, resources_local_to_scenes, node, snames[nprops[j].name], i, ret_nodes, p_edit_state);
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}
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} else {
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// Making sure that instances of inherited scenes don't share the same
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@@ -454,7 +453,7 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
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}
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}
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value = setup_resources_in_array(set_array, n, resources_local_to_sub_scene, node, snames[nprops[j].name], resources_local_to_scene, i, ret_nodes, p_edit_state);
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value = setup_resources_in_array(set_array, n, resources_local_to_scenes, node, snames[nprops[j].name], i, ret_nodes, p_edit_state);
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}
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if (value.get_type() == Variant::DICTIONARY) {
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@@ -471,7 +470,7 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
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}
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}
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value = setup_resources_in_dictionary(set_dict, n, resources_local_to_sub_scene, node, snames[nprops[j].name], resources_local_to_scene, i, ret_nodes, p_edit_state);
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value = setup_resources_in_dictionary(set_dict, n, resources_local_to_scenes, node, snames[nprops[j].name], i, ret_nodes, p_edit_state);
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}
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bool set_valid = true;
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@@ -494,12 +493,6 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
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if (!missing_resource_properties.is_empty()) {
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node->set_meta(META_MISSING_RESOURCES, missing_resource_properties);
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}
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for (KeyValue<Ref<Resource>, Ref<Resource>> &E : resources_local_to_sub_scene) {
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if (E.value->get_local_scene() == node) {
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E.value->setup_local_to_scene(); // Setup may be required for the resource to work properly.
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}
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}
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}
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//name
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@@ -639,9 +632,9 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
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}
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}
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for (KeyValue<Ref<Resource>, Ref<Resource>> &E : resources_local_to_scene) {
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if (E.value->get_local_scene() == ret_nodes[0]) {
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E.value->setup_local_to_scene();
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for (KeyValue<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &E : resources_local_to_scenes) {
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for (KeyValue<Ref<Resource>, Ref<Resource>> &R : E.value) {
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R.value->setup_local_to_scene(); // Setup may be required for the resource to work properly.
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}
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}
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@@ -702,41 +695,46 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
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return ret_nodes[0];
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}
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Variant SceneState::make_local_resource(Variant &p_value, const SceneState::NodeData &p_node_data, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_sub_scene, Node *p_node, const StringName p_sname, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_scene, int p_i, Node **p_ret_nodes, SceneState::GenEditState p_edit_state) const {
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Variant SceneState::make_local_resource(Variant &p_value, const SceneState::NodeData &p_node_data, HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &p_resources_local_to_scenes, Node *p_node, const StringName p_sname, int p_i, Node **p_ret_nodes, SceneState::GenEditState p_edit_state) const {
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Ref<Resource> res = p_value;
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if (res.is_null() || !res->is_local_to_scene()) {
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return p_value;
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}
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if (p_node_data.instance >= 0) { // For the root node of a sub-scene, treat it as part of the sub-scene.
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return get_remap_resource(res, p_resources_local_to_sub_scene, p_node->get(p_sname), p_node);
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} else {
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HashMap<Ref<Resource>, Ref<Resource>>::Iterator E = p_resources_local_to_scene.find(res);
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Node *base = p_i == 0 ? p_node : p_ret_nodes[0];
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if (E) {
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return E->value;
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} else if (p_edit_state == GEN_EDIT_STATE_MAIN) { // For the main scene, use the resource as is
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res->configure_for_local_scene(base, p_resources_local_to_scene);
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p_resources_local_to_scene[res] = res;
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return res;
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} else { // For instances, a copy must be made.
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Ref<Resource> local_dupe = res->duplicate_for_local_scene(base, p_resources_local_to_scene);
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p_resources_local_to_scene[res] = local_dupe;
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return local_dupe;
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}
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Node *base = (p_i == 0 || p_node->is_instance()) ? p_node : (p_node->get_owner() ? p_node->get_owner() : p_ret_nodes[0]);
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// Find the shared copy of the source resource.
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HashMap<Ref<Resource>, Ref<Resource>>::Iterator R = p_resources_local_to_scenes[base].find(res);
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if (R) {
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return R->value;
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}
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if (p_node_data.type == TYPE_INSTANTIATED) { // For the (root) nodes of sub-scenes, treat them as parts of the sub-scenes.
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return get_remap_resource(res, p_resources_local_to_scenes, p_node->get(p_sname), base);
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}
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if (p_edit_state == GEN_EDIT_STATE_MAIN) { // For the main scene, use the resource as is
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res->configure_for_local_scene(base, p_resources_local_to_scenes[base]);
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p_resources_local_to_scenes[base][res] = res;
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return res;
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}
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// For instances, a copy must be made.
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Ref<Resource> local_dupe = res->duplicate_for_local_scene(base, p_resources_local_to_scenes[base]);
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p_resources_local_to_scenes[base][res] = local_dupe;
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return local_dupe;
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}
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Array SceneState::setup_resources_in_array(Array &p_array_to_scan, const SceneState::NodeData &p_n, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_sub_scene, Node *p_node, const StringName p_sname, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_scene, int p_i, Node **p_ret_nodes, SceneState::GenEditState p_edit_state) const {
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Array SceneState::setup_resources_in_array(Array &p_array_to_scan, const SceneState::NodeData &p_n, HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &p_resources_local_to_scenes, Node *p_node, const StringName p_sname, int p_i, Node **p_ret_nodes, SceneState::GenEditState p_edit_state) const {
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for (int i = 0; i < p_array_to_scan.size(); i++) {
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if (p_array_to_scan[i].get_type() == Variant::OBJECT) {
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p_array_to_scan[i] = make_local_resource(p_array_to_scan[i], p_n, p_resources_local_to_sub_scene, p_node, p_sname, p_resources_local_to_scene, p_i, p_ret_nodes, p_edit_state);
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p_array_to_scan[i] = make_local_resource(p_array_to_scan[i], p_n, p_resources_local_to_scenes, p_node, p_sname, p_i, p_ret_nodes, p_edit_state);
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}
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}
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return p_array_to_scan;
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}
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Dictionary SceneState::setup_resources_in_dictionary(Dictionary &p_dictionary_to_scan, const SceneState::NodeData &p_n, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_sub_scene, Node *p_node, const StringName p_sname, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_scene, int p_i, Node **p_ret_nodes, SceneState::GenEditState p_edit_state) const {
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Dictionary SceneState::setup_resources_in_dictionary(Dictionary &p_dictionary_to_scan, const SceneState::NodeData &p_n, HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &p_resources_local_to_scenes, Node *p_node, const StringName p_sname, int p_i, Node **p_ret_nodes, SceneState::GenEditState p_edit_state) const {
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const Array keys = p_dictionary_to_scan.keys();
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const Array values = p_dictionary_to_scan.values();
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@@ -744,8 +742,8 @@ Dictionary SceneState::setup_resources_in_dictionary(Dictionary &p_dictionary_to
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Array duplicated_keys = keys.duplicate(true);
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Array duplicated_values = values.duplicate(true);
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duplicated_keys = setup_resources_in_array(duplicated_keys, p_n, p_resources_local_to_sub_scene, p_node, p_sname, p_resources_local_to_scene, p_i, p_ret_nodes, p_edit_state);
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duplicated_values = setup_resources_in_array(duplicated_values, p_n, p_resources_local_to_sub_scene, p_node, p_sname, p_resources_local_to_scene, p_i, p_ret_nodes, p_edit_state);
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duplicated_keys = setup_resources_in_array(duplicated_keys, p_n, p_resources_local_to_scenes, p_node, p_sname, p_i, p_ret_nodes, p_edit_state);
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duplicated_values = setup_resources_in_array(duplicated_values, p_n, p_resources_local_to_scenes, p_node, p_sname, p_i, p_ret_nodes, p_edit_state);
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p_dictionary_to_scan.clear();
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for (int i = 0; i < keys.size(); i++) {
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@@ -139,7 +139,7 @@ public:
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};
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static void set_disable_placeholders(bool p_disable);
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static Ref<Resource> get_remap_resource(const Ref<Resource> &p_resource, HashMap<Ref<Resource>, Ref<Resource>> &remap_cache, const Ref<Resource> &p_fallback, Node *p_for_scene);
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static Ref<Resource> get_remap_resource(const Ref<Resource> &p_resource, HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &remap_cache, const Ref<Resource> &p_fallback, Node *p_for_scene);
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int find_node_by_path(const NodePath &p_node) const;
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Variant get_property_value(int p_node, const StringName &p_property, bool &r_found, bool &r_node_deferred) const;
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@@ -160,9 +160,9 @@ public:
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bool can_instantiate() const;
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Node *instantiate(GenEditState p_edit_state) const;
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Array setup_resources_in_array(Array &array_to_scan, const SceneState::NodeData &n, HashMap<Ref<Resource>, Ref<Resource>> &resources_local_to_sub_scene, Node *node, const StringName sname, HashMap<Ref<Resource>, Ref<Resource>> &resources_local_to_scene, int i, Node **ret_nodes, SceneState::GenEditState p_edit_state) const;
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Dictionary setup_resources_in_dictionary(Dictionary &p_dictionary_to_scan, const SceneState::NodeData &p_n, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_sub_scene, Node *p_node, const StringName p_sname, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_scene, int p_i, Node **p_ret_nodes, SceneState::GenEditState p_edit_state) const;
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Variant make_local_resource(Variant &value, const SceneState::NodeData &p_node_data, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_sub_scene, Node *p_node, const StringName p_sname, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_scene, int p_i, Node **p_ret_nodes, SceneState::GenEditState p_edit_state) const;
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Array setup_resources_in_array(Array &array_to_scan, const SceneState::NodeData &n, HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &p_resources_local_to_scenes, Node *node, const StringName sname, int i, Node **ret_nodes, SceneState::GenEditState p_edit_state) const;
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Dictionary setup_resources_in_dictionary(Dictionary &p_dictionary_to_scan, const SceneState::NodeData &p_n, HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &p_resources_local_to_scenes, Node *p_node, const StringName p_sname, int p_i, Node **p_ret_nodes, SceneState::GenEditState p_edit_state) const;
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Variant make_local_resource(Variant &value, const SceneState::NodeData &p_node_data, HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &p_resources_local_to_scenes, Node *p_node, const StringName p_sname, int p_i, Node **p_ret_nodes, SceneState::GenEditState p_edit_state) const;
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bool has_local_resource(const Array &p_array) const;
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Ref<SceneState> get_base_scene_state() const;
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