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Editor properly reloads scenes if they changed on disk or were reimported
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@@ -3429,7 +3429,10 @@ Dictionary EditorNode::_get_main_scene_state() {
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return state;
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}
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void EditorNode::_set_main_scene_state(Dictionary p_state) {
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void EditorNode::_set_main_scene_state(Dictionary p_state,Node* p_for_scene) {
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if (get_edited_scene()!=p_for_scene)
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return; //not for this scene
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//print_line("set current 7 ");
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changing_scene=false;
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@@ -3573,7 +3576,7 @@ void EditorNode::set_current_scene(int p_idx) {
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}*/
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//_set_main_scene_state(state);
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call_deferred("_set_main_scene_state",state); //do after everything else is done setting up
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call_deferred("_set_main_scene_state",state,get_edited_scene()); //do after everything else is done setting up
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//print_line("set current 6 ");
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@@ -5115,6 +5118,78 @@ void EditorNode::_file_access_close_error_notify(const String& p_str) {
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add_io_error("Unable to write to file '"+p_str+"', file in use, locked or lacking permissions.");
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}
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void EditorNode::reload_scene(const String& p_path) {
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//first of all, reload textures as they might have changed on disk
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List<Ref<Resource> > cached;
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ResourceCache::get_cached_resources(&cached);
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List<Ref<Resource> > to_clear; //clear internal resources from previous scene from being used
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for(List<Ref<Resource> >::Element *E=cached.front();E;E=E->next()) {
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if (E->get()->get_path().begins_with(p_path+"::")) //subresources of existing scene
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to_clear.push_back(E->get());
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if (!E->get()->cast_to<Texture>())
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continue;
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if (!E->get()->get_path().is_resource_file() && !E->get()->get_path().is_abs_path())
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continue;
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if (!FileAccess::exists(E->get()->get_path()))
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continue;
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uint64_t mt = FileAccess::get_modified_time(E->get()->get_path());
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if (mt!=E->get()->get_last_modified_time()) {
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E->get()->reload_from_file();
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}
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}
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//so reload reloads everything, clear subresources of previous scene
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while(to_clear.front()) {
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to_clear.front()->get()->set_path("");
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to_clear.pop_front();
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}
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int scene_idx=-1;
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for(int i=0;i<editor_data.get_edited_scene_count();i++) {
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if (editor_data.get_scene_path(i)==p_path) {
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scene_idx=i;
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break;
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}
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}
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int current_tab = editor_data.get_edited_scene();
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if (scene_idx==-1) {
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if (get_edited_scene()) {
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//scene is not open, so at it might be instanced, just refresh, set tab to itself and it will reload
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set_current_scene(current_tab);
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editor_data.get_undo_redo().clear_history();
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}
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return;
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}
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if (current_tab==scene_idx) {
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editor_data.apply_changes_in_editors();
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_set_scene_metadata(p_path);
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}
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//remove scene
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_remove_scene(scene_idx);
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//reload scene
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load_scene(p_path);
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//adjust index so tab is back a the previous position
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editor_data.move_edited_scene_to_index(scene_idx);
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get_undo_redo()->clear_history();
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//recover the tab
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scene_tabs->set_current_tab(current_tab);
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_scene_tab_changed(current_tab);
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}
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void EditorNode::_bind_methods() {
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