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-scenes are properly reloaded when a dependency changes, fixes #2896
(it's clevery done so local changes to scenes are kept even if unsaved)
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@@ -31,6 +31,9 @@
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#include "editor_settings.h"
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#include "os/dir_access.h"
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#include "io/resource_loader.h"
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#include "scene/resources/packed_scene.h"
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#include "os/file_access.h"
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#include "editor_node.h"
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void EditorHistory::_cleanup_history() {
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@@ -493,6 +496,93 @@ void EditorData::remove_scene(int p_idx){
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edited_scene.remove(p_idx);
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}
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bool EditorData::_find_updated_instances(Node* p_root,Node *p_node,Set<String> &checked_paths) {
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if (p_root!=p_node && p_node->get_owner()!=p_root && !p_root->is_editable_instance(p_node->get_owner()))
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return false;
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Ref<SceneState> ss;
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if (p_node==p_root) {
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ss=p_node->get_scene_inherited_state();
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} else if (p_node->get_filename()!=String()){
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ss=p_node->get_scene_instance_state();
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}
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if (ss.is_valid()) {
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String path = ss->get_path();
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if (!checked_paths.has(path)) {
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uint64_t modified_time = FileAccess::get_modified_time(path);
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if (modified_time!=ss->get_last_modified_time()) {
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return true; //external scene changed
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}
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checked_paths.insert(path);
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}
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}
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for(int i=0;i<p_node->get_child_count();i++) {
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bool found = _find_updated_instances(p_root,p_node->get_child(i),checked_paths);
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if (found)
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return true;
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}
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return false;
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}
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bool EditorData::check_and_update_scene(int p_idx) {
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ERR_FAIL_INDEX_V(p_idx,edited_scene.size(),false);
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if (!edited_scene[p_idx].root)
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return false;
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Set<String> checked_scenes;
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bool must_reload = _find_updated_instances(edited_scene[p_idx].root,edited_scene[p_idx].root,checked_scenes);
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if (must_reload) {
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Ref<PackedScene> pscene;
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pscene.instance();
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EditorProgress ep("update_scene","Updating Scene",2);
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ep.step("Storing local changes..",0);
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//pack first, so it stores diffs to previous version of saved scene
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Error err = pscene->pack(edited_scene[p_idx].root);
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ERR_FAIL_COND_V(err!=OK,false);
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ep.step("Updating scene..",1);
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Node *new_scene = pscene->instance(true);
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ERR_FAIL_COND_V(!new_scene,false);
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//transfer selection
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List<Node*> new_selection;
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for (List<Node*>::Element *E=edited_scene[p_idx].selection.front();E;E=E->next()) {
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NodePath p = edited_scene[p_idx].root->get_path_to(E->get());
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Node *new_node = new_scene->get_node(p);
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if (new_node)
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new_selection.push_back(new_node);
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}
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new_scene->set_filename( edited_scene[p_idx].root->get_filename() );
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memdelete(edited_scene[p_idx].root);
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edited_scene[p_idx].root=new_scene;
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edited_scene[p_idx].selection=new_selection;
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return true;
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}
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return false;
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}
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int EditorData::get_edited_scene() const {
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return current_edited_scene;
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