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Fix inherited scenes produce errors in editor when "editable_children" is true
Since the same argument is used, `SceneState::get_node_deferred_nodepath_properties()` should use similar logic to `SceneState::get_property_value()`. Make `SceneState::get_property_value()` to return whether the property is deferred.
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@@ -73,15 +73,15 @@ Variant PropertyUtils::get_property_default_value(const Object *p_object, const
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for (int i = 0; i < states_stack.size(); ++i) {
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const SceneState::PackState &ia = states_stack[i];
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bool found = false;
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Variant value_in_ancestor = ia.state->get_property_value(ia.node, p_property, found);
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const Vector<String> &deferred_properties = ia.state->get_node_deferred_nodepath_properties(ia.node);
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bool node_deferred = false;
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Variant value_in_ancestor = ia.state->get_property_value(ia.node, p_property, found, node_deferred);
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if (found) {
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if (r_is_valid) {
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*r_is_valid = true;
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}
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// Replace properties stored as NodePaths with actual Nodes.
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// Otherwise, the property value would be considered as overridden.
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if (deferred_properties.has(p_property)) {
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if (node_deferred) {
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if (value_in_ancestor.get_type() == Variant::ARRAY) {
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Array paths = value_in_ancestor;
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@@ -103,7 +103,7 @@ Variant PropertyUtils::get_property_default_value(const Object *p_object, const
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}
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// Save script for later
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bool has_script = false;
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Variant script = ia.state->get_property_value(ia.node, SNAME("script"), has_script);
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Variant script = ia.state->get_property_value(ia.node, SNAME("script"), has_script, node_deferred);
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if (has_script) {
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Ref<Script> scr = script;
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if (scr.is_valid()) {
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