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Fix batch rename for unique name and empty name.
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@ -964,26 +964,55 @@ void SceneTreeEditor::_rename_node(Node *p_node, const String &p_name) {
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String new_name = p_name.validate_node_name();
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String new_name = p_name.validate_node_name();
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if (new_name != p_name) {
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if (new_name != p_name) {
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error->set_text(TTR("Invalid node name, the following characters are not allowed:") + "\n" + String::get_invalid_node_name_characters());
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String text = TTR("Invalid node name, the following characters are not allowed:") + "\n" + String::get_invalid_node_name_characters();
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error->popup_centered();
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if (error->is_visible()) {
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if (!error->get_meta("invalid_character", false)) {
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if (new_name.is_empty()) {
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error->set_text(error->get_text() + "\n\n" + text);
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item->set_text(0, p_node->get_name());
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error->set_meta("invalid_character", true);
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return;
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}
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} else {
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error->set_text(text);
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error->set_meta("invalid_character", true);
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error->set_meta("same_unique_name", false);
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error->popup_centered();
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}
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}
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}
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item->set_text(0, new_name);
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// Trim leading/trailing whitespace to prevent node names from containing accidental whitespace, which would make it more difficult to get the node via `get_node()`.
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new_name = new_name.strip_edges();
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if (new_name.is_empty()) {
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// If name is empty, fallback to class name.
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if (GLOBAL_GET("editor/naming/node_name_casing").operator int() != NAME_CASING_PASCAL_CASE) {
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new_name = Node::adjust_name_casing(p_node->get_class());
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} else {
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new_name = p_node->get_class();
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}
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}
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}
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if (new_name == p_node->get_name()) {
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if (new_name == p_node->get_name()) {
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if (item->get_text(0).is_empty()) {
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if (item->get_text(0).is_empty()) {
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item->set_text(0, new_name);
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item->set_text(0, new_name);
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}
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}
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return;
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return;
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}
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}
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// Trim leading/trailing whitespace to prevent node names from containing accidental whitespace, which would make it more difficult to get the node via `get_node()`.
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new_name = new_name.strip_edges();
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// We previously made sure name is not the same as current name so that it won't complain about already used unique name when not changing name.
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if (p_node->is_unique_name_in_owner() && get_tree()->get_edited_scene_root()->get_node_or_null("%" + new_name)) {
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String text = TTR("Another node already uses this unique name in the scene.");
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if (error->is_visible()) {
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if (!error->get_meta("same_unique_name", false)) {
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error->set_text(error->get_text() + "\n\n" + text);
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error->set_meta("same_unique_name", true);
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}
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} else {
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error->set_text(text);
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error->set_meta("same_unique_name", true);
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error->set_meta("invalid_character", false);
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error->popup_centered();
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}
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item->set_text(0, p_node->get_name());
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return;
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}
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if (!is_scene_tree_dock) {
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if (!is_scene_tree_dock) {
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p_node->set_name(new_name);
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p_node->set_name(new_name);
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@ -999,7 +1028,7 @@ void SceneTreeEditor::_rename_node(Node *p_node, const String &p_name) {
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undo_redo->add_undo_method(item, "set_metadata", 0, p_node->get_path());
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undo_redo->add_undo_method(item, "set_metadata", 0, p_node->get_path());
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undo_redo->add_undo_method(item, "set_text", 0, p_node->get_name());
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undo_redo->add_undo_method(item, "set_text", 0, p_node->get_name());
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p_node->set_name(p_name);
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p_node->set_name(new_name);
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undo_redo->add_do_method(p_node, "set_name", new_name);
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undo_redo->add_do_method(p_node, "set_name", new_name);
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undo_redo->add_do_method(item, "set_metadata", 0, p_node->get_path());
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undo_redo->add_do_method(item, "set_metadata", 0, p_node->get_path());
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undo_redo->add_do_method(item, "set_text", 0, new_name);
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undo_redo->add_do_method(item, "set_text", 0, new_name);
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@ -1017,28 +1046,6 @@ void SceneTreeEditor::_renamed() {
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ERR_FAIL_COND(!n);
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ERR_FAIL_COND(!n);
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String new_name = which->get_text(0);
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String new_name = which->get_text(0);
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if (new_name.strip_edges().is_empty()) {
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// If name is empty, fallback to class name.
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if (GLOBAL_GET("editor/naming/node_name_casing").operator int() != NAME_CASING_PASCAL_CASE) {
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new_name = Node::adjust_name_casing(n->get_class());
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} else {
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new_name = n->get_class();
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}
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}
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if (n->is_unique_name_in_owner()) {
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Node *existing = get_tree()->get_edited_scene_root()->get_node_or_null("%" + new_name);
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if (existing == n) {
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which->set_text(0, n->get_name());
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return;
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}
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if (existing != nullptr) {
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error->set_text(TTR("Another node already uses this unique name in the scene."));
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error->popup_centered();
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which->set_text(0, n->get_name());
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return;
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}
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}
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_rename_node(n, new_name);
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_rename_node(n, new_name);
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}
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}
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