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Fix unable to disconnect signal in Editor once created
Adds a CONNECT_INHERITED flag to connections, only available in editor builds. This flag denotes that the signal has been inherited from a previous Scene in the instancing hierarchy.
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@@ -788,23 +788,7 @@ bool ConnectionsDock::_is_item_signal(TreeItem &p_item) {
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}
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bool ConnectionsDock::_is_connection_inherited(Connection &p_connection) {
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Node *scene_root = EditorNode::get_singleton()->get_edited_scene();
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Ref<PackedScene> scn = ResourceLoader::load(scene_root->get_scene_file_path());
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ERR_FAIL_NULL_V(scn, false);
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Ref<SceneState> state = scn->get_state();
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ERR_FAIL_NULL_V(state, false);
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Node *source = Object::cast_to<Node>(p_connection.signal.get_object());
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Node *target = Object::cast_to<Node>(p_connection.callable.get_object());
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const NodePath source_path = scene_root->get_path_to(source);
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const NodePath target_path = scene_root->get_path_to(target);
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const StringName signal_name = p_connection.signal.get_name();
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const StringName method_name = p_connection.callable.get_method();
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// If it cannot be found in PackedScene, this connection was inherited.
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return !state->has_connection(source_path, signal_name, target_path, method_name, true);
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return bool(p_connection.flags & CONNECT_INHERITED);
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}
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/*
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