You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-05 12:10:55 +00:00
Avoid unnecessary inspector updates when loading or switching scenes
This should result in some noticeable performance improvements, aside from fixing bugs due to conflicts in logic. This also simplifies some related code identified while debugging.
This commit is contained in:
@@ -1347,20 +1347,20 @@ void ScriptEditorDebugger::_live_edit_set() {
|
||||
|
||||
NodePath np = path;
|
||||
|
||||
EditorNode::get_singleton()->get_editor_data().set_edited_scene_live_edit_root(np);
|
||||
EditorNode::get_editor_data().set_edited_scene_live_edit_root(np);
|
||||
|
||||
update_live_edit_root();
|
||||
}
|
||||
|
||||
void ScriptEditorDebugger::_live_edit_clear() {
|
||||
NodePath np = NodePath("/root");
|
||||
EditorNode::get_singleton()->get_editor_data().set_edited_scene_live_edit_root(np);
|
||||
EditorNode::get_editor_data().set_edited_scene_live_edit_root(np);
|
||||
|
||||
update_live_edit_root();
|
||||
}
|
||||
|
||||
void ScriptEditorDebugger::update_live_edit_root() {
|
||||
NodePath np = EditorNode::get_singleton()->get_editor_data().get_edited_scene_live_edit_root();
|
||||
NodePath np = EditorNode::get_editor_data().get_edited_scene_live_edit_root();
|
||||
|
||||
Array msg;
|
||||
msg.push_back(np);
|
||||
|
||||
Reference in New Issue
Block a user