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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-03-11 21:39:43 +0100
committerGitHub <noreply@github.com>2021-03-11 21:39:43 +0100
commit27dea9366f0ab0229bc52a39ce701a46d107020b (patch)
tree835efc7bcc5df9ab4092004aa70623d39db4c5ce
parent5024b7236e8cd36087b34bd3a3c9f8481bafb1e0 (diff)
parent72134a7f2a4af1781208d6c46909d29caa5dbe19 (diff)
Merge pull request #46510 from hilfazer/nested_scene_duplication_4_0
Support for duplication of nested instanced scenes
-rw-r--r--editor/scene_tree_dock.cpp10
-rw-r--r--scene/main/node.cpp11
2 files changed, 9 insertions, 12 deletions
diff --git a/editor/scene_tree_dock.cpp b/editor/scene_tree_dock.cpp
index 16a0576af4..2cdab83d90 100644
--- a/editor/scene_tree_dock.cpp
+++ b/editor/scene_tree_dock.cpp
@@ -685,7 +685,6 @@ void SceneTreeDock::_tool_selected(int p_tool, bool p_confirm_override) {
editor_data->get_undo_redo().add_do_method(editor_selection, "clear");
Node *dupsingle = nullptr;
- List<Node *> editable_children;
selection.sort_custom<Node::Comparator>();
@@ -701,10 +700,6 @@ void SceneTreeDock::_tool_selected(int p_tool, bool p_confirm_override) {
Map<const Node *, Node *> duplimap;
Node *dup = node->duplicate_from_editor(duplimap);
- if (EditorNode::get_singleton()->get_edited_scene()->is_editable_instance(node)) {
- editable_children.push_back(dup);
- }
-
ERR_CONTINUE(!dup);
if (selection.size() == 1) {
@@ -739,11 +734,6 @@ void SceneTreeDock::_tool_selected(int p_tool, bool p_confirm_override) {
if (dupsingle) {
editor->push_item(dupsingle);
}
-
- for (List<Node *>::Element *E = editable_children.back(); E; E = E->prev()) {
- _toggle_editable_children(E->get());
- }
-
} break;
case TOOL_REPARENT: {
if (!profile_allow_editing) {
diff --git a/scene/main/node.cpp b/scene/main/node.cpp
index 137e1726f9..4c6bcb10b2 100644
--- a/scene/main/node.cpp
+++ b/scene/main/node.cpp
@@ -2051,19 +2051,26 @@ Node *Node::_duplicate(int p_flags, Map<const Node *, Node *> *r_duplimap) const
// Since nodes in the instanced hierarchy won't be duplicated explicitly, we need to make an inventory
// of all the nodes in the tree of the instanced scene in order to transfer the values of the properties
+ Vector<const Node *> instance_roots;
+ instance_roots.push_back(this);
+
for (List<const Node *>::Element *N = node_tree.front(); N; N = N->next()) {
for (int i = 0; i < N->get()->get_child_count(); ++i) {
Node *descendant = N->get()->get_child(i);
// Skip nodes not really belonging to the instanced hierarchy; they'll be processed normally later
// but remember non-instanced nodes that are hidden below instanced ones
- if (descendant->data.owner != this) {
- if (descendant->get_parent() && descendant->get_parent() != this && descendant->get_parent()->data.owner == this && descendant->data.owner != descendant->get_parent()) {
+ if (!instance_roots.has(descendant->get_owner())) {
+ if (descendant->get_parent() && descendant->get_parent() != this && descendant->data.owner != descendant->get_parent()) {
hidden_roots.push_back(descendant);
}
continue;
}
node_tree.push_back(descendant);
+
+ if (descendant->get_filename() != "" && instance_roots.has(descendant->get_owner())) {
+ instance_roots.push_back(descendant);
+ }
}
}
}