From 885f2a4eca0f348e8d04e45e6e9a0e950f4c6964 Mon Sep 17 00:00:00 2001 From: Micky Date: Tue, 6 Dec 2022 13:50:54 +0100 Subject: 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. --- editor/connections_dialog.cpp | 18 +----------------- 1 file changed, 1 insertion(+), 17 deletions(-) (limited to 'editor') diff --git a/editor/connections_dialog.cpp b/editor/connections_dialog.cpp index 2bd77bf99c..1f0cc1dc77 100644 --- a/editor/connections_dialog.cpp +++ b/editor/connections_dialog.cpp @@ -788,23 +788,7 @@ bool ConnectionsDock::_is_item_signal(TreeItem &p_item) { } bool ConnectionsDock::_is_connection_inherited(Connection &p_connection) { - Node *scene_root = EditorNode::get_singleton()->get_edited_scene(); - Ref scn = ResourceLoader::load(scene_root->get_scene_file_path()); - ERR_FAIL_NULL_V(scn, false); - - Ref state = scn->get_state(); - ERR_FAIL_NULL_V(state, false); - - Node *source = Object::cast_to(p_connection.signal.get_object()); - Node *target = Object::cast_to(p_connection.callable.get_object()); - - const NodePath source_path = scene_root->get_path_to(source); - const NodePath target_path = scene_root->get_path_to(target); - const StringName signal_name = p_connection.signal.get_name(); - const StringName method_name = p_connection.callable.get_method(); - - // If it cannot be found in PackedScene, this connection was inherited. - return !state->has_connection(source_path, signal_name, target_path, method_name, true); + return bool(p_connection.flags & CONNECT_INHERITED); } /* -- cgit v1.2.3