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Instanced scenes in the editor keep their locks when added to the tree #8322
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This affects master too (and I consider this a bug more than feature). |
First of all thank you for your report and sorry for the delay. We released Godot 3.0 in January 2018 after 18 months of work, fixing many old issues either directly, or by obsoleting/replacing the features they were referring to. We still have hundreds of issues whose relevance/reproducibility needs to be checked against the current stable version, and that's where you can help us. For bug reports, please also make sure that the issue contains detailed steps to reproduce the bug and, if possible, a zipped project that can be used to reproduce it right away. This greatly speeds up debugging and bugfixing tasks for our contributors. Our Bugsquad will review this issue more in-depth in 15 days, and potentially close it if its relevance could not be confirmed. Thanks in advance. Note: This message is being copy-pasted to many "stale" issues (90+ days without activity). It might happen that it is not meaningful for this specific issue or appears oblivious of the issue's context, if so please comment to notify the Bugsquad about it. |
Still reproducible in Godot 3.0.2. |
Doesn't seem to be a bug to me if I understand the issue correctly. When you instantiate a scene in another scene, locks are not displayed initially. They are only visible if you give the instantiated scene the "Editable Children" property, which means indeed that you can edit its properties, including locks. So you can indeed unlock a node of a specific scene instance with "Editable Children", and move things around. So far I would say that it's a feature and it works well. Then there is one thing which might be slightly confusing, which is covered by the above steps to reproduce, and which I can confirm:
IMO the new lock status of the instantiated scene could be saved in its parent scene to solve it. |
Related to #14462. |
Still valid as of 3.3-stable (see e.g. #47836). |
This is the same issue as #12838, which explains the problem more clearly, so closing. |
Ubuntu 16.10- Godot version: 2.1.2
Issue description:
Editor locks are useful when editing a scene, but adding a scene to the tree (in the editor) and keeping the locks of the original scene root does not make much sense, maybe only when working with scene inheritance.
Current behaviour also undo any lock change you make when editing the instanced scene or reloading the project/scene with instances.
I think that the original locks of scenes added to the tree should be ignored, this may let the scene with instances use their own locks and will reduce the accumulation icons on the tree too.
Steps to reproduce:
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