diff options
Diffstat (limited to 'scene/resources/packed_scene.cpp')
-rw-r--r-- | scene/resources/packed_scene.cpp | 26 |
1 files changed, 4 insertions, 22 deletions
diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp index 50852dc1f7..c36480420b 100644 --- a/scene/resources/packed_scene.cpp +++ b/scene/resources/packed_scene.cpp @@ -471,7 +471,6 @@ Error SceneState::_parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<S } } #endif - int subscene_prop_search_from=0; // all setup, we then proceed to check all properties for the node // and save the ones that are worth saving @@ -479,8 +478,6 @@ Error SceneState::_parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<S List<PropertyInfo> plist; p_node->get_property_list(&plist); - bool saved_script=false; - for (List<PropertyInfo>::Element *E=plist.front();E;E=E->next()) { @@ -528,23 +525,7 @@ Error SceneState::_parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<S break; } } -#if 0 -// this workaround ended up causing problems: -https://github.com/godotengine/godot/issues/3127 - if (saved_script && exists && p_node->get_script_instance()) { - //if this is an overriden value by another script, save it anyway - //as the script change will erase it - //https://github.com/godotengine/godot/issues/2958 - - bool valid=false; - p_node->get_script_instance()->get_property_type(name,&valid); - if (valid) { - exists=false; - isdefault=false; - } - } -#endif if (exists) { @@ -577,9 +558,6 @@ https://github.com/godotengine/godot/issues/3127 } } - if (name=="script/script") - saved_script=true; - NodeData::Property prop; prop.name=_nm_get_string( name,name_map); prop.value=_vm_get_variant( value, variant_map); @@ -731,6 +709,7 @@ Error SceneState::_parse_connections(Node *p_owner,Node *p_node, Map<StringName, List<MethodInfo> _signals; p_node->get_signal_list(&_signals); + _signals.sort(); //ERR_FAIL_COND_V( !node_map.has(p_node), ERR_BUG); //NodeData &nd = nodes[node_map[p_node]]; @@ -740,6 +719,9 @@ Error SceneState::_parse_connections(Node *p_owner,Node *p_node, Map<StringName, List<Node::Connection> conns; p_node->get_signal_connection_list(E->get().name,&conns); + + conns.sort(); + for(List<Node::Connection>::Element *F=conns.front();F;F=F->next()) { const Node::Connection &c = F->get(); |