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Fix ownership bug on ancestor nodes when scene is reimported.
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@ -3984,6 +3984,15 @@ HashMap<StringName, Variant> EditorNode::get_modified_properties_for_node(Node *
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return modified_property_map;
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}
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void EditorNode::update_ownership_table_for_addition_node_ancestors(Node *p_current_node, HashMap<Node *, Node *> &p_ownership_table) {
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p_ownership_table.insert(p_current_node, p_current_node->get_owner());
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for (int i = 0; i < p_current_node->get_child_count(); i++) {
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Node *child = p_current_node->get_child(i);
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update_ownership_table_for_addition_node_ancestors(child, p_ownership_table);
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}
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}
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void EditorNode::update_diff_data_for_node(
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Node *p_edited_scene,
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Node *p_root,
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@ -4079,6 +4088,16 @@ void EditorNode::update_diff_data_for_node(
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if (node_3d) {
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new_additive_node_entry.transform_3d = node_3d->get_relative_transform(node_3d->get_parent());
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}
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// Gathers the ownership of all ancestor nodes for later use.
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HashMap<Node *, Node *> ownership_table;
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for (int i = 0; i < p_node->get_child_count(); i++) {
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Node *child = p_node->get_child(i);
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update_ownership_table_for_addition_node_ancestors(child, ownership_table);
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}
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new_additive_node_entry.ownership_table = ownership_table;
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p_addition_list.push_back(new_additive_node_entry);
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return;
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@ -6203,6 +6222,18 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
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node_3d->set_transform(additive_node_entry.transform_3d);
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}
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}
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// Restore the ownership of its ancestors
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for (KeyValue<Node *, Node *> &E : additive_node_entry.ownership_table) {
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Node *current_ancestor = E.key;
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Node *ancestor_owner = E.value;
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if (ancestor_owner == original_node) {
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ancestor_owner = instantiated_node;
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}
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current_ancestor->set_owner(ancestor_owner);
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}
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}
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// Restore the selection.
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@ -832,6 +832,8 @@ public:
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// Used if the original parent node is lost
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Transform2D transform_2d;
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Transform3D transform_3d;
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// Used to keep track of the ownership of all ancestor nodes so they can be restored later.
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HashMap<Node *, Node *> ownership_table;
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};
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struct ConnectionWithNodePath {
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@ -846,6 +848,8 @@ public:
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List<Node::GroupInfo> groups;
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};
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void update_ownership_table_for_addition_node_ancestors(Node *p_current_node, HashMap<Node *, Node *> &p_ownership_table);
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void update_diff_data_for_node(
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Node *p_edited_scene,
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Node *p_root,
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