Fix ownership bug on ancestor nodes when scene is reimported.

This commit is contained in:
SaracenOne 2023-02-22 18:07:36 +00:00
parent 999bb91dc6
commit 7bbd7833de
2 changed files with 35 additions and 0 deletions

View File

@ -3984,6 +3984,15 @@ HashMap<StringName, Variant> EditorNode::get_modified_properties_for_node(Node *
return modified_property_map;
}
void EditorNode::update_ownership_table_for_addition_node_ancestors(Node *p_current_node, HashMap<Node *, Node *> &p_ownership_table) {
p_ownership_table.insert(p_current_node, p_current_node->get_owner());
for (int i = 0; i < p_current_node->get_child_count(); i++) {
Node *child = p_current_node->get_child(i);
update_ownership_table_for_addition_node_ancestors(child, p_ownership_table);
}
}
void EditorNode::update_diff_data_for_node(
Node *p_edited_scene,
Node *p_root,
@ -4079,6 +4088,16 @@ void EditorNode::update_diff_data_for_node(
if (node_3d) {
new_additive_node_entry.transform_3d = node_3d->get_relative_transform(node_3d->get_parent());
}
// Gathers the ownership of all ancestor nodes for later use.
HashMap<Node *, Node *> ownership_table;
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *child = p_node->get_child(i);
update_ownership_table_for_addition_node_ancestors(child, ownership_table);
}
new_additive_node_entry.ownership_table = ownership_table;
p_addition_list.push_back(new_additive_node_entry);
return;
@ -6203,6 +6222,18 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
node_3d->set_transform(additive_node_entry.transform_3d);
}
}
// Restore the ownership of its ancestors
for (KeyValue<Node *, Node *> &E : additive_node_entry.ownership_table) {
Node *current_ancestor = E.key;
Node *ancestor_owner = E.value;
if (ancestor_owner == original_node) {
ancestor_owner = instantiated_node;
}
current_ancestor->set_owner(ancestor_owner);
}
}
// Restore the selection.

View File

@ -832,6 +832,8 @@ public:
// Used if the original parent node is lost
Transform2D transform_2d;
Transform3D transform_3d;
// Used to keep track of the ownership of all ancestor nodes so they can be restored later.
HashMap<Node *, Node *> ownership_table;
};
struct ConnectionWithNodePath {
@ -846,6 +848,8 @@ public:
List<Node::GroupInfo> groups;
};
void update_ownership_table_for_addition_node_ancestors(Node *p_current_node, HashMap<Node *, Node *> &p_ownership_table);
void update_diff_data_for_node(
Node *p_edited_scene,
Node *p_root,