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Fix node property duplication
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06d5189167
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@ -2515,44 +2515,6 @@ Node *Node::_duplicate(int p_flags, HashMap<const Node *, Node *> *r_duplimap) c
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}
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for (List<const Node *>::Element *N = node_tree.front(); N; N = N->next()) {
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Node *current_node = node->get_node(get_path_to(N->get()));
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ERR_CONTINUE(!current_node);
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if (p_flags & DUPLICATE_SCRIPTS) {
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bool is_valid = false;
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Variant scr = N->get()->get(script_property_name, &is_valid);
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if (is_valid) {
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current_node->set(script_property_name, scr);
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}
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}
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List<PropertyInfo> plist;
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N->get()->get_property_list(&plist);
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for (const PropertyInfo &E : plist) {
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if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
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continue;
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}
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String name = E.name;
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if (name == script_property_name) {
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continue;
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}
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Variant value = N->get()->get(name).duplicate(true);
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if (E.usage & PROPERTY_USAGE_ALWAYS_DUPLICATE) {
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Resource *res = Object::cast_to<Resource>(value);
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if (res) { // Duplicate only if it's a resource
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current_node->set(name, res->duplicate());
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}
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} else {
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current_node->set(name, value);
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}
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}
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}
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if (get_name() != String()) {
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node->set_name(get_name());
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}
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@ -2618,6 +2580,62 @@ Node *Node::_duplicate(int p_flags, HashMap<const Node *, Node *> *r_duplimap) c
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}
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}
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for (List<const Node *>::Element *N = node_tree.front(); N; N = N->next()) {
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Node *current_node = node->get_node(get_path_to(N->get()));
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ERR_CONTINUE(!current_node);
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if (p_flags & DUPLICATE_SCRIPTS) {
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bool is_valid = false;
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Variant scr = N->get()->get(script_property_name, &is_valid);
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if (is_valid) {
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current_node->set(script_property_name, scr);
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}
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}
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List<PropertyInfo> plist;
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N->get()->get_property_list(&plist);
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for (const PropertyInfo &E : plist) {
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if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
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continue;
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}
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String name = E.name;
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if (name == script_property_name) {
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continue;
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}
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Variant value = N->get()->get(name).duplicate(true);
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if (E.usage & PROPERTY_USAGE_ALWAYS_DUPLICATE) {
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Resource *res = Object::cast_to<Resource>(value);
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if (res) { // Duplicate only if it's a resource
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current_node->set(name, res->duplicate());
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}
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} else {
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// If property points to a node which is owned by a node we are duplicating, update its path.
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if (value.get_type() == Variant::OBJECT) {
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Node *property_node = Object::cast_to<Node>(value);
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if (property_node && is_ancestor_of(property_node)) {
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value = current_node->get_node_or_null(get_path_to(property_node));
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}
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} else if (value.get_type() == Variant::ARRAY) {
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Array arr = value;
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if (arr.get_typed_builtin() == Variant::OBJECT) {
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for (int i = 0; i < arr.size(); i++) {
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Node *property_node = Object::cast_to<Node>(arr[i]);
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if (property_node && is_ancestor_of(property_node)) {
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arr[i] = current_node->get_node_or_null(get_path_to(property_node));
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}
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}
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value = arr;
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}
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}
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current_node->set(name, value);
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}
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}
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}
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return node;
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}
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@ -74,10 +74,31 @@ Variant PropertyUtils::get_property_default_value(const Object *p_object, const
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const SceneState::PackState &ia = states_stack[i];
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bool found = false;
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Variant value_in_ancestor = ia.state->get_property_value(ia.node, p_property, found);
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const Vector<String> &deferred_properties = ia.state->get_node_deferred_nodepath_properties(ia.node);
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if (found) {
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if (r_is_valid) {
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*r_is_valid = true;
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}
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// Replace properties stored as NodePaths with actual Nodes.
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// Otherwise, the property value would be considered as overridden.
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if (deferred_properties.has(p_property)) {
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if (value_in_ancestor.get_type() == Variant::ARRAY) {
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Array paths = value_in_ancestor;
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bool valid = false;
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Array array = node->get(p_property, &valid);
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ERR_CONTINUE(!valid);
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array = array.duplicate();
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array.resize(paths.size());
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for (int j = 0; j < array.size(); j++) {
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array.set(j, node->get_node_or_null(paths[j]));
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}
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value_in_ancestor = array;
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} else {
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value_in_ancestor = node->get_node_or_null(value_in_ancestor);
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}
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}
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return value_in_ancestor;
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}
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// Save script for later
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