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Fix behavior of 'Editable Children' toggle #60974
Fix behavior of 'Editable Children' toggle #60974
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#36301 would make the implementation simpler. |
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Okay, this has been updated with the reparent function. Would recommend a new review since this bug is still relevant and still a bad UX trap. |
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Okay, I've made a bunch of updates and corrected most of what @KoBeWi pointed out. A lot of the issues were holdovers from the initial PR and I've corrected them now. There's a couple of points I've provided explanations for why its done that way though. |
Something went wrong: godot.windows.editor.dev.x86_64_SjHVs93e5s.mp4
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Okay, sorry, I think I've fixed this properly this time.
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Works fine.
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Changed PR and commit title to better match preferred submission format. |
Prevents losing nodes owned by the edited scene when toggling editable_children off on an instanced scene, and makes the toggle compatible with undo-redo.
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Rebased and amended to apply @AThousandShips' suggestions. |
Thanks! |
After this was merged I have started getting errors like: See #87424 |
Toggling 'editable_children' off in the SceneTree will now no longer result in nodes owned by the currently edited scene, but assigned as children of foreign nodes, from being accidentally lost, where they before would still be visible in the scene, but not viewable since their parents were made hidden. They will instead be moved to the root of the instance, with their global transform perserved in the case of Node2D and Node3D derivatives. The editable children toggle will now also be subject to functional undoing and redoing.
Closes #46726