Fixed renaming/moving of nodes with exported NodePaths
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@ -1318,32 +1318,50 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
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if (si) {
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List<PropertyInfo> properties;
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si->get_property_list(&properties);
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NodePath root_path = p_base->get_path();
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for (List<PropertyInfo>::Element *E = properties.front(); E; E = E->next()) {
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String propertyname = E->get().name;
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Variant p = p_base->get(propertyname);
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if (p.get_type() == Variant::NODE_PATH) {
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NodePath root_path_new = root_path;
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for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
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if (root_path == F->get().first) {
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root_path_new = F->get().second;
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break;
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}
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}
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// Goes through all paths to check if its matching
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for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
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NodePath root_path = p_base->get_path();
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NodePath rel_path_old = root_path.rel_path_to(F->get().first);
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NodePath rel_path_new = F->get().second;
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// if not empty, get new relative path
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if (F->get().second != NodePath()) {
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rel_path_new = root_path.rel_path_to(F->get().second);
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}
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// if old path detected, then it needs to be replaced with the new one
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if (p == rel_path_old) {
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NodePath rel_path_new = F->get().second;
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// if not empty, get new relative path
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if (!rel_path_new.is_empty()) {
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rel_path_new = root_path_new.rel_path_to(F->get().second);
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}
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editor_data->get_undo_redo().add_do_property(p_base, propertyname, rel_path_new);
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editor_data->get_undo_redo().add_undo_property(p_base, propertyname, rel_path_old);
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p_base->set(propertyname, rel_path_new);
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break;
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}
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// update if the node itself moved up/down the tree hirarchy
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if (root_path == F->get().first) {
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NodePath abs_path = NodePath(String(root_path).plus_file(p)).simplified();
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NodePath rel_path_new = F->get().second.rel_path_to(abs_path);
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editor_data->get_undo_redo().add_do_property(p_base, propertyname, rel_path_new);
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editor_data->get_undo_redo().add_undo_property(p_base, propertyname, p);
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p_base->set(propertyname, rel_path_new);
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}
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}
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}
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}
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