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Merge pull request #92279 from SaracenOne/scene_reload_crashfix_2
Fix script properties being lost and prevent node reference corruption upon scene reimport
This commit is contained in:
commit
47fa384b89
@ -4107,7 +4107,7 @@ Error EditorNode::load_scene(const String &p_scene, bool p_ignore_broken_deps, b
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return OK;
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}
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HashMap<StringName, Variant> EditorNode::get_modified_properties_for_node(Node *p_node) {
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HashMap<StringName, Variant> EditorNode::get_modified_properties_for_node(Node *p_node, bool p_node_references_only) {
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HashMap<StringName, Variant> modified_property_map;
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List<PropertyInfo> pinfo;
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@ -4119,7 +4119,17 @@ HashMap<StringName, Variant> EditorNode::get_modified_properties_for_node(Node *
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Variant current_value = p_node->get(E.name);
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if (is_valid_revert) {
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if (PropertyUtils::is_property_value_different(current_value, revert_value)) {
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modified_property_map[E.name] = current_value;
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// If this property is a direct node reference, save a NodePath instead to prevent corrupted references.
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if (E.type == Variant::OBJECT && E.hint == PROPERTY_HINT_NODE_TYPE) {
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Node *target_node = Object::cast_to<Node>(current_value);
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if (target_node) {
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modified_property_map[E.name] = p_node->get_path_to(target_node);
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}
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} else {
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if (!p_node_references_only) {
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modified_property_map[E.name] = current_value;
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}
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}
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}
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}
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}
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@ -4137,10 +4147,118 @@ void EditorNode::update_ownership_table_for_addition_node_ancestors(Node *p_curr
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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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void EditorNode::update_node_from_node_modification_entry(Node *p_node, ModificationNodeEntry &p_node_modification) {
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if (p_node) {
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// First, attempt to restore the script property since it may affect the get_property_list method.
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Variant *script_property_table_entry = p_node_modification.property_table.getptr(CoreStringName(script));
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if (script_property_table_entry) {
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p_node->set_script(*script_property_table_entry);
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}
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// Get properties for this node.
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List<PropertyInfo> pinfo;
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p_node->get_property_list(&pinfo);
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// Get names of all valid property names.
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HashMap<StringName, bool> property_node_reference_table;
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for (const PropertyInfo &E : pinfo) {
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if (E.usage & PROPERTY_USAGE_STORAGE) {
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if (E.type == Variant::OBJECT && E.hint == PROPERTY_HINT_NODE_TYPE) {
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property_node_reference_table[E.name] = true;
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} else {
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property_node_reference_table[E.name] = false;
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}
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}
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}
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// Restore the modified properties for this node.
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for (const KeyValue<StringName, Variant> &E : p_node_modification.property_table) {
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bool *property_node_reference_table_entry = property_node_reference_table.getptr(E.key);
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if (property_node_reference_table_entry) {
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// If the property is a node reference, attempt to restore from the node path instead.
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bool is_node_reference = *property_node_reference_table_entry;
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if (is_node_reference) {
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if (E.value.get_type() == Variant::NODE_PATH) {
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p_node->set(E.key, p_node->get_node_or_null(E.value));
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}
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} else {
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p_node->set(E.key, E.value);
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}
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}
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}
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// Restore the connections to other nodes.
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for (const ConnectionWithNodePath &E : p_node_modification.connections_to) {
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Connection conn = E.connection;
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// Get the node the callable is targeting.
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Node *target_node = Object::cast_to<Node>(conn.callable.get_object());
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// If the callable object no longer exists or is marked for deletion,
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// attempt to reaccquire the closest match by using the node path
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// we saved earlier.
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if (!target_node || !target_node->is_queued_for_deletion()) {
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target_node = p_node->get_node_or_null(E.node_path);
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}
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if (target_node) {
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// Reconstruct the callable.
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Callable new_callable = Callable(target_node, conn.callable.get_method());
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if (!p_node->is_connected(conn.signal.get_name(), new_callable)) {
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ERR_FAIL_COND(p_node->connect(conn.signal.get_name(), new_callable, conn.flags) != OK);
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}
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}
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}
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// Restore the connections from other nodes.
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for (const Connection &E : p_node_modification.connections_from) {
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Connection conn = E;
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bool valid = p_node->has_method(conn.callable.get_method()) || Ref<Script>(p_node->get_script()).is_null() || Ref<Script>(p_node->get_script())->has_method(conn.callable.get_method());
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ERR_CONTINUE_MSG(!valid, vformat("Attempt to connect signal '%s.%s' to nonexistent method '%s.%s'.", conn.signal.get_object()->get_class(), conn.signal.get_name(), conn.callable.get_object()->get_class(), conn.callable.get_method()));
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// Get the object which the signal is connected from.
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Object *source_object = conn.signal.get_object();
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if (source_object) {
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ERR_FAIL_COND(source_object->connect(conn.signal.get_name(), Callable(p_node, conn.callable.get_method()), conn.flags) != OK);
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}
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}
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// Re-add the groups.
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for (const Node::GroupInfo &E : p_node_modification.groups) {
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p_node->add_to_group(E.name, E.persistent);
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}
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}
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}
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void EditorNode::update_node_reference_modification_table_for_node(
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Node *p_root,
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Node *p_node,
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List<Node *> p_excluded_nodes,
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HashMap<NodePath, ModificationNodeEntry> &p_modification_table) {
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if (!p_excluded_nodes.find(p_node)) {
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HashMap<StringName, Variant> modified_properties = get_modified_properties_for_node(p_node, false);
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if (!modified_properties.is_empty()) {
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ModificationNodeEntry modification_node_entry;
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modification_node_entry.property_table = modified_properties;
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p_modification_table[p_root->get_path_to(p_node)] = modification_node_entry;
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}
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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_node_reference_modification_table_for_node(p_root, child, p_excluded_nodes, p_modification_table);
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}
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}
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}
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void EditorNode::update_reimported_diff_data_for_node(
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Node *p_edited_scene,
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Node *p_reimported_root,
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Node *p_node,
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HashMap<NodePath, ModificationNodeEntry> &p_modification_table,
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List<AdditiveNodeEntry> &p_addition_list) {
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bool node_part_of_subscene = p_node != p_edited_scene &&
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@ -4150,14 +4268,14 @@ void EditorNode::update_diff_data_for_node(
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// Loop through the owners until either we reach the root node or nullptr
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Node *valid_node_owner = p_node->get_owner();
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while (valid_node_owner) {
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if (valid_node_owner == p_root) {
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if (valid_node_owner == p_reimported_root) {
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break;
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}
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valid_node_owner = valid_node_owner->get_owner();
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}
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if ((valid_node_owner == p_root && (p_root != p_edited_scene || !p_edited_scene->get_scene_file_path().is_empty())) || node_part_of_subscene || p_node == p_root) {
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HashMap<StringName, Variant> modified_properties = get_modified_properties_for_node(p_node);
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if ((valid_node_owner == p_reimported_root && (p_reimported_root != p_edited_scene || !p_edited_scene->get_scene_file_path().is_empty())) || node_part_of_subscene || p_node == p_reimported_root) {
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HashMap<StringName, Variant> modified_properties = get_modified_properties_for_node(p_node, false);
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// Find all valid connections to other nodes.
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List<Connection> connections_to;
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@ -4189,7 +4307,7 @@ void EditorNode::update_diff_data_for_node(
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if (source_node) {
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valid_source_owner = source_node->get_owner();
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while (valid_source_owner) {
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if (valid_source_owner == p_root) {
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if (valid_source_owner == p_reimported_root) {
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break;
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}
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valid_source_owner = valid_source_owner->get_owner();
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@ -4215,41 +4333,55 @@ void EditorNode::update_diff_data_for_node(
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modification_node_entry.connections_from = valid_connections_from;
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modification_node_entry.groups = groups;
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p_modification_table[p_root->get_path_to(p_node)] = modification_node_entry;
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p_modification_table[p_reimported_root->get_path_to(p_node)] = modification_node_entry;
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}
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} else {
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AdditiveNodeEntry new_additive_node_entry;
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new_additive_node_entry.node = p_node;
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new_additive_node_entry.parent = p_root->get_path_to(p_node->get_parent());
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new_additive_node_entry.owner = p_node->get_owner();
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new_additive_node_entry.index = p_node->get_index();
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// Only save additional nodes which have an owner since this was causing issues transient ownerless nodes
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// which get recreated upon scene tree entry.
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// For now instead, assume all ownerless nodes are transient and will have to be recreated.
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if (p_node->get_owner()) {
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HashMap<StringName, Variant> modified_properties = get_modified_properties_for_node(p_node, true);
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Node2D *node_2d = Object::cast_to<Node2D>(p_node);
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if (node_2d) {
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new_additive_node_entry.transform_2d = node_2d->get_relative_transform_to_parent(node_2d->get_parent());
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if (p_node->get_parent()->get_owner() != nullptr && p_node->get_parent()->get_owner() != p_edited_scene) {
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AdditiveNodeEntry new_additive_node_entry;
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new_additive_node_entry.node = p_node;
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new_additive_node_entry.parent = p_reimported_root->get_path_to(p_node->get_parent());
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new_additive_node_entry.owner = p_node->get_owner();
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new_additive_node_entry.index = p_node->get_index();
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Node2D *node_2d = Object::cast_to<Node2D>(p_node);
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if (node_2d) {
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new_additive_node_entry.transform_2d = node_2d->get_relative_transform_to_parent(node_2d->get_parent());
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}
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Node3D *node_3d = Object::cast_to<Node3D>(p_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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}
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if (!modified_properties.is_empty()) {
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ModificationNodeEntry modification_node_entry;
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modification_node_entry.property_table = modified_properties;
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p_modification_table[p_reimported_root->get_path_to(p_node)] = modification_node_entry;
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}
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}
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Node3D *node_3d = Object::cast_to<Node3D>(p_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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}
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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_diff_data_for_node(p_edited_scene, p_root, child, p_modification_table, p_addition_list);
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update_reimported_diff_data_for_node(p_edited_scene, p_reimported_root, child, p_modification_table, p_addition_list);
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}
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}
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//
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@ -5548,12 +5680,11 @@ void EditorNode::_file_access_close_error_notify_impl(const String &p_str) {
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add_io_error(vformat(TTR("Unable to write to file '%s', file in use, locked or lacking permissions."), p_str));
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}
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// Since we felt that a bespoke NOTIFICATION might not be desirable, this function
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// provides the hardcoded callbacks to address known bugs which occur on certain
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// nodes during reimport.
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// Ideally, we should probably agree on a standardized method name which could be
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// called from here instead.
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void EditorNode::_notify_scene_updated(Node *p_node) {
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// Recursive function to inform nodes that an array of nodes have had their scene reimported.
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// It will attempt to call a method named '_nodes_scene_reimported' on every node in the
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// tree so that editor scripts which create transient nodes will have the opportunity
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// to recreate them.
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void EditorNode::_notify_nodes_scene_reimported(Node *p_node, Array p_reimported_nodes) {
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Skeleton3D *skel_3d = Object::cast_to<Skeleton3D>(p_node);
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if (skel_3d) {
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skel_3d->reset_bone_poses();
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@ -5564,8 +5695,12 @@ void EditorNode::_notify_scene_updated(Node *p_node) {
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}
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}
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if (p_node->has_method("_nodes_scene_reimported")) {
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p_node->call("_nodes_scene_reimported", p_reimported_nodes);
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}
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for (int i = 0; i < p_node->get_child_count(); i++) {
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_notify_scene_updated(p_node->get_child(i));
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_notify_nodes_scene_reimported(p_node->get_child(i), p_reimported_nodes);
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}
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}
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@ -5635,6 +5770,7 @@ void EditorNode::find_all_instances_inheriting_path_in_node(Node *p_root, Node *
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void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_instance_path) {
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int original_edited_scene_idx = editor_data.get_edited_scene();
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HashMap<int, List<Node *>> edited_scene_map;
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Array replaced_nodes;
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// Walk through each opened scene to get a global list of all instances which match
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// the current reimported scenes.
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@ -5675,12 +5811,16 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
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// Update the version
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editor_data.is_scene_changed(current_scene_idx);
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// Contains modifications in the edited scene which reference nodes inside of any nodes we will be reimporting.
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HashMap<NodePath, ModificationNodeEntry> edited_scene_global_modification_table;
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update_node_reference_modification_table_for_node(current_edited_scene, current_edited_scene, edited_scene_map_elem.value, edited_scene_global_modification_table);
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for (Node *original_node : edited_scene_map_elem.value) {
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// Walk the tree for the current node and extract relevant diff data, storing it in the modification table.
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// For additional nodes which are part of the current scene, they get added to the addition table.
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HashMap<NodePath, ModificationNodeEntry> modification_table;
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List<AdditiveNodeEntry> addition_list;
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update_diff_data_for_node(current_edited_scene, original_node, original_node, modification_table, addition_list);
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update_reimported_diff_data_for_node(current_edited_scene, original_node, original_node, modification_table, addition_list);
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// Disconnect all relevant connections, all connections from and persistent connections to.
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for (const KeyValue<NodePath, ModificationNodeEntry> &modification_table_entry : modification_table) {
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@ -5762,7 +5902,7 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
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// be properly updated.
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for (String path : required_load_paths) {
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if (!local_scene_cache.find(path)) {
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current_packed_scene = ResourceLoader::load(path, "", ResourceFormatLoader::CACHE_MODE_REPLACE, &err);
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current_packed_scene = ResourceLoader::load(path, "", ResourceFormatLoader::CACHE_MODE_REPLACE_DEEP, &err);
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local_scene_cache[path] = current_packed_scene;
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} else {
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current_packed_scene = local_scene_cache[path];
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@ -5780,6 +5920,9 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
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ERR_FAIL_NULL(instantiated_node);
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// For clear instance state for path recaching.
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instantiated_node->set_scene_instance_state(Ref<SceneState>());
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bool original_node_is_displayed_folded = original_node->is_displayed_folded();
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bool original_node_scene_instance_load_placeholder = original_node->get_scene_instance_load_placeholder();
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@ -5885,77 +6028,30 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
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NodePath new_current_path = E.key;
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Node *modifiable_node = instantiated_node->get_node_or_null(new_current_path);
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if (modifiable_node) {
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// Get properties for this node.
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List<PropertyInfo> pinfo;
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modifiable_node->get_property_list(&pinfo);
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update_node_from_node_modification_entry(modifiable_node, E.value);
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}
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// Add the newly instantiated node to the edited scene's replaced node list.
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replaced_nodes.push_back(instantiated_node);
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}
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// Get names of all valid property names (TODO: make this more efficient).
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List<String> property_names;
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for (const PropertyInfo &E2 : pinfo) {
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if (E2.usage & PROPERTY_USAGE_STORAGE) {
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property_names.push_back(E2.name);
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}
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}
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// Attempt to restore the modified properties and signals for the instantitated node and all its owned children.
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for (KeyValue<NodePath, ModificationNodeEntry> &E : edited_scene_global_modification_table) {
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NodePath new_current_path = E.key;
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Node *modifiable_node = current_edited_scene->get_node_or_null(new_current_path);
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// Restore the modified properties for this node.
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for (const KeyValue<StringName, Variant> &E2 : E.value.property_table) {
|
||||
if (property_names.find(E2.key)) {
|
||||
modifiable_node->set(E2.key, E2.value);
|
||||
}
|
||||
}
|
||||
// Restore the connections to other nodes.
|
||||
for (const ConnectionWithNodePath &E2 : E.value.connections_to) {
|
||||
Connection conn = E2.connection;
|
||||
|
||||
// Get the node the callable is targeting.
|
||||
Node *target_node = cast_to<Node>(conn.callable.get_object());
|
||||
|
||||
// If the callable object no longer exists or is marked for deletion,
|
||||
// attempt to reaccquire the closest match by using the node path
|
||||
// we saved earlier.
|
||||
if (!target_node || !target_node->is_queued_for_deletion()) {
|
||||
target_node = modifiable_node->get_node_or_null(E2.node_path);
|
||||
}
|
||||
|
||||
if (target_node) {
|
||||
// Reconstruct the callable.
|
||||
Callable new_callable = Callable(target_node, conn.callable.get_method());
|
||||
|
||||
if (!modifiable_node->is_connected(conn.signal.get_name(), new_callable)) {
|
||||
ERR_FAIL_COND(modifiable_node->connect(conn.signal.get_name(), new_callable, conn.flags) != OK);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Restore the connections from other nodes.
|
||||
for (const Connection &E2 : E.value.connections_from) {
|
||||
Connection conn = E2;
|
||||
|
||||
bool valid = modifiable_node->has_method(conn.callable.get_method()) || Ref<Script>(modifiable_node->get_script()).is_null() || Ref<Script>(modifiable_node->get_script())->has_method(conn.callable.get_method());
|
||||
ERR_CONTINUE_MSG(!valid, vformat("Attempt to connect signal '%s.%s' to nonexistent method '%s.%s'.", conn.signal.get_object()->get_class(), conn.signal.get_name(), conn.callable.get_object()->get_class(), conn.callable.get_method()));
|
||||
|
||||
// Get the object which the signal is connected from.
|
||||
Object *source_object = conn.signal.get_object();
|
||||
|
||||
if (source_object) {
|
||||
ERR_FAIL_COND(source_object->connect(conn.signal.get_name(), Callable(modifiable_node, conn.callable.get_method()), conn.flags) != OK);
|
||||
}
|
||||
}
|
||||
|
||||
// Re-add the groups.
|
||||
for (const Node::GroupInfo &E2 : E.value.groups) {
|
||||
modifiable_node->add_to_group(E2.name, E2.persistent);
|
||||
}
|
||||
}
|
||||
if (modifiable_node) {
|
||||
update_node_from_node_modification_entry(modifiable_node, E.value);
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup the history of the changes.
|
||||
editor_history.cleanup_history();
|
||||
|
||||
_notify_scene_updated(current_edited_scene);
|
||||
}
|
||||
|
||||
// For the whole editor, call the _notify_nodes_scene_reimported with a list of replaced nodes.
|
||||
// To inform anything that depends on them that they should update as appropriate.
|
||||
_notify_nodes_scene_reimported(this, replaced_nodes);
|
||||
|
||||
edited_scene_map.clear();
|
||||
}
|
||||
editor_data.set_edited_scene(original_edited_scene_idx);
|
||||
|
@ -662,7 +662,7 @@ private:
|
||||
|
||||
void _begin_first_scan();
|
||||
|
||||
void _notify_scene_updated(Node *p_node);
|
||||
void _notify_nodes_scene_reimported(Node *p_node, Array p_reimported_nodes);
|
||||
|
||||
protected:
|
||||
friend class FileSystemDock;
|
||||
@ -779,7 +779,7 @@ public:
|
||||
Error load_scene(const String &p_scene, bool p_ignore_broken_deps = false, bool p_set_inherited = false, bool p_clear_errors = true, bool p_force_open_imported = false, bool p_silent_change_tab = false);
|
||||
Error load_resource(const String &p_resource, bool p_ignore_broken_deps = false);
|
||||
|
||||
HashMap<StringName, Variant> get_modified_properties_for_node(Node *p_node);
|
||||
HashMap<StringName, Variant> get_modified_properties_for_node(Node *p_node, bool p_node_references_only);
|
||||
|
||||
struct AdditiveNodeEntry {
|
||||
Node *node = nullptr;
|
||||
@ -806,11 +806,18 @@ public:
|
||||
};
|
||||
|
||||
void update_ownership_table_for_addition_node_ancestors(Node *p_current_node, HashMap<Node *, Node *> &p_ownership_table);
|
||||
void update_node_from_node_modification_entry(Node *p_node, ModificationNodeEntry &p_node_modification);
|
||||
|
||||
void update_diff_data_for_node(
|
||||
Node *p_edited_scene,
|
||||
void update_node_reference_modification_table_for_node(
|
||||
Node *p_root,
|
||||
Node *p_node,
|
||||
List<Node *> p_excluded_nodes,
|
||||
HashMap<NodePath, ModificationNodeEntry> &p_modification_table);
|
||||
|
||||
void update_reimported_diff_data_for_node(
|
||||
Node *p_edited_scene,
|
||||
Node *p_reimported_root,
|
||||
Node *p_node,
|
||||
HashMap<NodePath, ModificationNodeEntry> &p_modification_table,
|
||||
List<AdditiveNodeEntry> &p_addition_list);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user