resolve numerical error when comparing instancing an inheritance to avoid saving changed properties when they didn't, closes 4759
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@ -545,9 +545,19 @@ https://github.com/godotengine/godot/issues/3127
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}
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#endif
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if (exists && bool(Variant::evaluate(Variant::OP_EQUAL,value,original))) {
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//exists and did not change
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if (exists) {
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//check if already exists and did not change
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if (value.get_type()==Variant::REAL && original.get_type()==Variant::REAL) {
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//this must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error
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float a = value;
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float b = original;
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if (Math::abs(a-b)<CMP_EPSILON)
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continue;
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} else if (bool(Variant::evaluate(Variant::OP_EQUAL,value,original))) {
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continue;
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}
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}
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if (!exists && isdefault) {
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@ -1963,6 +1963,13 @@ bool PropertyEditor::_is_property_different(const Variant& p_current, const Vari
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return false;
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}
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if (p_current.get_type()==Variant::REAL && p_orig.get_type()==Variant::REAL) {
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float a = p_current;
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float b = p_orig;
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return Math::abs(a-b)>CMP_EPSILON; //this must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error
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}
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return bool(Variant::evaluate(Variant::OP_NOT_EQUAL,p_current,p_orig));
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}
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@ -2232,6 +2239,7 @@ void PropertyEditor::_check_reload_status(const String&p_name, TreeItem* item) {
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if (_get_instanced_node_original_property(p_name,vorig) || usage) {
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Variant v = obj->get(p_name);
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bool changed = _is_property_different(v,vorig,usage);
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//if ((found!=-1 && !is_disabled)!=changed) {
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