Keep editable instances data when replacing tree root node
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d454e64f42
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3029f5ee02
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@ -1374,6 +1374,16 @@ bool Node::is_editable_instance(Node *p_node) const {
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return data.editable_instances.has(p);
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return data.editable_instances.has(p);
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}
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}
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void Node::set_editable_instances(const HashMap<NodePath,int>& p_editable_instances) {
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data.editable_instances=p_editable_instances;
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}
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HashMap<NodePath,int> Node::get_editable_instances() const {
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return data.editable_instances;
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}
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#if 0
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#if 0
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@ -239,6 +239,8 @@ public:
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void set_editable_instance(Node* p_node,bool p_editable);
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void set_editable_instance(Node* p_node,bool p_editable);
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bool is_editable_instance(Node* p_node) const;
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bool is_editable_instance(Node* p_node) const;
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void set_editable_instances(const HashMap<NodePath,int>& p_editable_instances);
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HashMap<NodePath,int> get_editable_instances() const;
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/* NOTIFICATIONS */
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/* NOTIFICATIONS */
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@ -1317,6 +1317,7 @@ void SceneTreeDock::_create() {
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if (n==edited_scene) {
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if (n==edited_scene) {
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edited_scene=newnode;
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edited_scene=newnode;
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editor->set_edited_scene(newnode);
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editor->set_edited_scene(newnode);
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newnode->set_editable_instances(n->get_editable_instances());
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}
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}
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//small hack to make collisionshapes and other kind of nodes to work
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//small hack to make collisionshapes and other kind of nodes to work
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