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Merge pull request #32296 from BenjaminRiley/save-original-scene-after-save-as-branch
'Save Branch as Scene' also saves original scene
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commit
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@ -250,22 +250,37 @@ void SceneTreeDock::_replace_with_branch_scene(const String &p_file, Node *base)
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return;
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}
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UndoRedo *undo_redo = editor->get_undo_redo();
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undo_redo->create_action(TTR("Replace with Branch Scene"));
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Node *parent = base->get_parent();
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int pos = base->get_index();
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parent->remove_child(base);
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parent->add_child(instanced_scene);
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parent->move_child(instanced_scene, pos);
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instanced_scene->set_owner(edited_scene);
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editor_selection->clear();
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editor_selection->add_node(instanced_scene);
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scene_tree->set_selected(instanced_scene);
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undo_redo->add_do_method(parent, "remove_child", base);
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undo_redo->add_undo_method(parent, "remove_child", instanced_scene);
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undo_redo->add_do_method(parent, "add_child", instanced_scene);
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undo_redo->add_undo_method(parent, "add_child", base);
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undo_redo->add_do_method(parent, "move_child", instanced_scene, pos);
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undo_redo->add_undo_method(parent, "move_child", base, pos);
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// Delete the node as late as possible because before another one is selected
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// an editor plugin could be referencing it to do something with it before
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// switching to another (or to none); and since some steps of changing the
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// editor state are deferred, the safest thing is to do this is as the last
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// step of this function and also by enqueing instead of memdelete()-ing it here
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base->queue_delete();
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List<Node *> owned;
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base->get_owned_by(base->get_owner(), &owned);
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Array owners;
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for (List<Node *>::Element *F = owned.front(); F; F = F->next()) {
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owners.push_back(F->get());
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}
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undo_redo->add_do_method(instanced_scene, "set_owner", edited_scene);
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undo_redo->add_undo_method(this, "_set_owners", edited_scene, owners);
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undo_redo->add_do_method(editor_selection, "clear");
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undo_redo->add_undo_method(editor_selection, "clear");
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undo_redo->add_do_method(editor_selection, "add_node", instanced_scene);
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undo_redo->add_undo_method(editor_selection, "add_node", base);
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undo_redo->add_do_property(scene_tree, "set_selected", instanced_scene);
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undo_redo->add_undo_property(scene_tree, "set_selected", base);
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undo_redo->add_do_reference(instanced_scene);
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undo_redo->add_undo_reference(base);
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undo_redo->commit_action();
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}
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bool SceneTreeDock::_cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node) {
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