Perform a name check when loading scenes and running on editor, fixes #6152
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@ -31,6 +31,7 @@
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#include "packed_scene.h"
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#include "packed_scene.h"
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#include "core/core_string_names.h"
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#include "core/core_string_names.h"
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#include "engine.h"
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#include "io/resource_loader.h"
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#include "io/resource_loader.h"
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#include "project_settings.h"
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#include "project_settings.h"
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#include "scene/2d/node_2d.h"
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#include "scene/2d/node_2d.h"
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@ -278,10 +279,15 @@ Node *SceneState::instance(GenEditState p_edit_state) const {
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//and the node has nowhere to go anymore
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//and the node has nowhere to go anymore
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stray_instances.push_back(node); //can't be added, go to stray list
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stray_instances.push_back(node); //can't be added, go to stray list
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}
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}
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} else {
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if (Engine::get_singleton()->is_editor_hint()) {
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//validate name if using editor, to avoid broken
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node->set_name(snames[n.name]);
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} else {
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} else {
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node->_set_name_nocheck(snames[n.name]);
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node->_set_name_nocheck(snames[n.name]);
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}
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}
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}
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}
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}
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if (n.owner >= 0) {
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if (n.owner >= 0) {
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