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authorJuan Linietsky <reduzio@gmail.com>2017-01-10 01:04:31 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-01-10 01:07:03 -0300
commita503f8aadcb8cbc85bde589fb25ea06e599b367b (patch)
tree070ebbf0dd6af2d43c5519f5e32045b3512f0e9e /tools/editor/editor_node.cpp
parent68c008ca8d87a1f72fcf17467ee43714954e9ce4 (diff)
Groundbreaking!! Godot resources can now be flagged to be local to the scene being edited!
This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
Diffstat (limited to 'tools/editor/editor_node.cpp')
-rw-r--r--tools/editor/editor_node.cpp9
1 files changed, 8 insertions, 1 deletions
diff --git a/tools/editor/editor_node.cpp b/tools/editor/editor_node.cpp
index 5eb5f42001..2306f98349 100644
--- a/tools/editor/editor_node.cpp
+++ b/tools/editor/editor_node.cpp
@@ -3745,7 +3745,7 @@ Error EditorNode::load_scene(const String& p_scene, bool p_ignore_broken_deps,bo
sdata->set_path(lpath,true); //take over path
}
- Node*new_scene=sdata->instance(true);
+ Node*new_scene=sdata->instance(PackedScene::GEN_EDIT_STATE_MAIN);
if (!new_scene) {
@@ -5365,8 +5365,15 @@ void EditorNode::_bind_methods() {
}
+static Node* _resource_get_edited_scene() {
+
+ return EditorNode::get_singleton()->get_edited_scene();
+}
+
EditorNode::EditorNode() {
+ Resource::_get_local_scene_func=_resource_get_edited_scene;
+
VisualServer::get_singleton()->textures_keep_original(true);
EditorHelp::generate_doc(); //before any editor classes are crated