Fix loading packed scene with editable children at runtime - #49664
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mhilbrunner merged 1 commit intoAug 28, 2021
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It looks good, although it would make me happy if someone more recently involved in this code can give it a check.
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@pouleyKetchoupp This needs a rebase :) |
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At runtime, packed scenes with nodes marked as editable instance where saved with node type tags, which prevented the scene to be then loaded as an instance, causing duplicated nodes in the tree. This change ensures nodes marked as editable instances and their owned children are properly set as instances. That doesn't make a difference in the editor, since such nodes where already set as instances based on their instance state, but it helps at runtime where instance states are disabled. Co-authored-by: latorril <latorril@gmail.com>
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Built & tested locally, tests run fine, works in my tests projects, and I could verify that it fixes the issue. I couldn't find anything that this breaks, and the code looks fine too.
Looking at the history of the file, it doesn't seem like anyone besides @pouleyKetchoupp has touched this code (outside of small style changes or as side effect or changes elsewhere) much for at least the last year.
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Thanks for this! |
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Cherry-picked for 3.4. |
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…licated Fix loading packed scene with editable children at runtime
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Fixes #49660
At runtime, packed scenes with nodes marked as editable instance where saved with node type tags, which prevented the scene to be then loaded as an instance, causing duplicated nodes in the tree.
This change ensures nodes marked as editable instances and their owned children are properly set as instances.
That doesn't make a difference in the editor, since such nodes where already set as instances based on their instance state, but it helps at runtime where instance states are disabled.
Credits to @latorril for finding the issue and investigating the cause.