Fix saving unmodified scenes and resources
When `_save_all_scenes` or `save_resource_in_path` was called, they always saved all the scenes and the resource no matter if they were modified or not. For example, when `saving before run` option was checked, it always overwrote the current scene and the default environment simply by opening and runing the project. This PR adds checks for unsaved scenes (using the same `unsave` check others method used) and modified resources (comparing last modified time and last import time). Fix #6025.
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@ -604,6 +604,10 @@ void EditorNode::open_resource(const String &p_type) {
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void EditorNode::save_resource_in_path(const Ref<Resource> &p_resource, const String &p_path) {
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void EditorNode::save_resource_in_path(const Ref<Resource> &p_resource, const String &p_path) {
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editor_data.apply_changes_in_editors();
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editor_data.apply_changes_in_editors();
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if (p_resource->get_last_modified_time() == p_resource->get_import_last_modified_time()) {
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return;
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}
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int flg = 0;
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int flg = 0;
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if (EditorSettings::get_singleton()->get("filesystem/on_save/compress_binary_resources"))
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if (EditorSettings::get_singleton()->get("filesystem/on_save/compress_binary_resources"))
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flg |= ResourceSaver::FLAG_COMPRESS;
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flg |= ResourceSaver::FLAG_COMPRESS;
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@ -1089,7 +1093,8 @@ void EditorNode::_save_scene(String p_file, int idx) {
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void EditorNode::_save_all_scenes() {
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void EditorNode::_save_all_scenes() {
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for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
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int i = _next_unsaved_scene(true, 0);
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while (i != -1) {
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Node *scene = editor_data.get_edited_scene_root(i);
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Node *scene = editor_data.get_edited_scene_root(i);
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if (scene && scene->get_filename() != "") {
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if (scene && scene->get_filename() != "") {
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if (i != editor_data.get_edited_scene())
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if (i != editor_data.get_edited_scene())
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@ -1097,6 +1102,7 @@ void EditorNode::_save_all_scenes() {
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else
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else
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_save_scene_with_preview(scene->get_filename());
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_save_scene_with_preview(scene->get_filename());
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} // else: ignore new scenes
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} // else: ignore new scenes
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i = _next_unsaved_scene(true, ++i);
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}
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}
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_save_default_environment();
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_save_default_environment();
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