Fix cleaning up inspector and history when deleting multiple nodes at once.
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377d8845da
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@ -39,6 +39,7 @@
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#include "editor/editor_plugin.h"
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#include "editor/editor_scale.h"
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#include "editor/editor_undo_redo_manager.h"
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#include "editor/multi_node_edit.h"
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#include "editor/plugins/script_editor_plugin.h"
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#include "scene/resources/packed_scene.h"
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@ -48,25 +49,48 @@ void EditorSelectionHistory::cleanup_history() {
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for (int j = 0; j < history[i].path.size(); j++) {
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if (!history[i].path[j].ref.is_null()) {
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// Reference is not null - object still alive.
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continue;
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// If the node is a MultiNodeEdit node, examine it and see if anything is missing from it.
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Ref<MultiNodeEdit> multi_node_edit = history[i].path[j].ref;
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if (multi_node_edit.is_valid()) {
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Node *root = EditorNode::get_singleton()->get_edited_scene();
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if (root) {
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for (int k = 0; k < multi_node_edit->get_node_count(); k++) {
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NodePath np = multi_node_edit->get_node(k);
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Node *multi_node_selected_node = root->get_node_or_null(np);
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if (!multi_node_selected_node) {
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fail = true;
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break;
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}
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}
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} else {
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fail = true;
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}
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} else {
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// Reference is not null - object still alive.
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continue;
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}
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}
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Object *obj = ObjectDB::get_instance(history[i].path[j].object);
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if (obj) {
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Node *n = Object::cast_to<Node>(obj);
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if (n && n->is_inside_tree()) {
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// Node valid and inside tree - object still alive.
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continue;
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}
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if (!n) {
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// Node possibly still alive.
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continue;
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}
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} // Else: object not valid - not alive.
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if (!fail) {
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Object *obj = ObjectDB::get_instance(history[i].path[j].object);
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if (obj) {
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Node *n = Object::cast_to<Node>(obj);
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if (n && n->is_inside_tree()) {
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// Node valid and inside tree - object still alive.
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continue;
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}
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if (!n) {
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// Node possibly still alive.
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continue;
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}
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} // Else: object not valid - not alive.
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fail = true;
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break;
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fail = true;
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}
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if (fail) {
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break;
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}
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}
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if (fail) {
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