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Inherited C# scene not inheriting parent's fields
When a child scene inherits a parent scene with a C# root node, the parent scene's export variables appear to assume values set in the parent scene, in the child scene's Inspector. However, when the child scene is played, the parent scene's export variables assume default values. When a node is created, it inherits its parent C# script's fields from the map CSharpScriptInstance::script->member_info. However this map was not initialized outside the editor, and this commit ensured it is. This fixes issues #36480 and #37581.
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@@ -147,8 +147,9 @@ private:
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bool _get_signal(GDMonoClass *p_class, GDMonoMethod *p_delegate_invoke, Vector<SignalParameter> ¶ms);
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bool _update_exports();
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#ifdef TOOLS_ENABLED
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bool _get_member_export(IMonoClassMember *p_member, bool p_inspect_export, PropertyInfo &r_prop_info, bool &r_exported);
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#ifdef TOOLS_ENABLED
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static int _try_get_member_export_hint(IMonoClassMember *p_member, ManagedType p_type, Variant::Type p_variant_type, bool p_allow_generics, PropertyHint &r_hint, String &r_hint_string);
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#endif
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