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Update meshes when reimporting,
Save scene preview even when not doing save and play.
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@@ -872,7 +872,7 @@ void EditorNode::_find_node_types(Node *p_node, int &count_2d, int &count_3d) {
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_find_node_types(p_node->get_child(i), count_2d, count_3d);
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}
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void EditorNode::_save_scene_with_preview(String p_file) {
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void EditorNode::_save_scene_with_preview(String p_file, int p_idx) {
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EditorProgress save("save", TTR("Saving Scene"), 4);
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save.step(TTR("Analyzing"), 0);
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@@ -938,7 +938,7 @@ void EditorNode::_save_scene_with_preview(String p_file) {
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}
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save.step(TTR("Saving Scene"), 4);
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_save_scene(p_file);
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_save_scene(p_file, p_idx);
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EditorResourcePreview::get_singleton()->check_for_invalidation(p_file);
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}
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@@ -1096,10 +1096,7 @@ void EditorNode::_dialog_action(String p_file) {
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if (file->get_mode() == EditorFileDialog::MODE_SAVE_FILE) {
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_save_default_environment();
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if (scene_idx != editor_data.get_edited_scene())
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_save_scene(p_file, scene_idx);
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else
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_save_scene_with_preview(p_file);
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_save_scene_with_preview(p_file, scene_idx);
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if (scene_idx != -1)
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_discard_changes();
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@@ -1826,7 +1823,7 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
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if (scene && scene->get_filename() != "") {
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if (scene_idx != editor_data.get_edited_scene())
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_save_scene(scene->get_filename(), scene_idx);
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_save_scene_with_preview(scene->get_filename(), scene_idx);
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else
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_save_scene_with_preview(scene->get_filename());
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