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Fix saving wrong edited scene state when switching scene tabs
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When creating a new scene, the scene tab will actually switch to the newly created one.
Also worth noting that switching scene tabs saves state (by `save_edited_scene_state`).

When trying New Scene again, the previously empty scene tab will be removed.

So the correct logic is: switch the tab save state first, and then remove the previous
empty scene tab. To prevent `current_edited_scene` from being incorrect when saving state.
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Rindbee committed Oct 17, 2023
1 parent ee118e7 commit 225a5e2
Showing 1 changed file with 8 additions and 2 deletions.
10 changes: 8 additions & 2 deletions editor/editor_node.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3664,6 +3664,8 @@ void EditorNode::fix_dependencies(const String &p_for_file) {

int EditorNode::new_scene() {
int idx = editor_data.add_edited_scene(-1);
_set_current_scene(idx); // Before trying to remove an empty scene, set the current tab index to the newly added tab index.

// Remove placeholder empty scene.
if (editor_data.get_edited_scene_count() > 1) {
for (int i = 0; i < editor_data.get_edited_scene_count() - 1; i++) {
Expand All @@ -3674,9 +3676,7 @@ int EditorNode::new_scene() {
}
}
}
idx = MAX(idx, 0);

_set_current_scene(idx);
editor_data.clear_editor_states();
scene_tabs->update_scene_tabs();
return idx;
Expand Down Expand Up @@ -3834,6 +3834,12 @@ Error EditorNode::load_scene(const String &p_scene, bool p_ignore_broken_deps, b
// If we are, we'll edit it after the restoration is done.
if (!restoring_scenes) {
push_item(new_scene);
} else {
// Initialize history for restored scenes.
ObjectID id = new_scene->get_instance_id();
if (id != editor_history.get_current()) {
editor_history.add_object(id);
}
}

// Load the selected nodes.
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