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Fix default NodePaths saved in scene #92095

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merged 1 commit into from
Jun 3, 2024

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KoBeWi
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@KoBeWi KoBeWi commented May 18, 2024

Fixes #91591

I spent whole day writing tests for both #91591 and #82670
In the end it turned out that disabling #83343, or at least part of it, fixes both issues. I don't know what to think about it, maybe I'm missing something.

Putting as draft. If it's a correct solution I assume more code needs to be removed.

@Cronos87
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Cronos87 commented May 28, 2024

Maybe it would be good to ask @warriormaster12 to try this MR; it could help to make progress on it?

That would be beneficial to prevent regression on #83343.

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I can certainly give it a look however I'm not sure if I'm going to be able to give any useful input on the matter since my understanding of the code is as much as I touched.

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Hmm the assumption that I made in property_utils.cpp in regards of affecting duplication was wrong. Duplicating a node still works even without if check. The only thing that changes is an ability to revert exported Node values in my_level.tscn provided by @Cronos87. Reverting them does nothing. Other variable types don't allow you to revert values in an instantiated scene unless a user has changed the values.

However, if this only causes a cosmetic inconsistency then I don't see an issue in reverting the change.

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@KoBeWi KoBeWi marked this pull request as ready for review June 2, 2024 09:10
@KoBeWi KoBeWi requested review from a team as code owners June 2, 2024 09:10
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KoBeWi commented Jun 2, 2024

Pushed a solution that doesn't break reverting.

@akien-mga

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@akien-mga akien-mga merged commit 56cf773 into godotengine:master Jun 3, 2024
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Thanks!

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Cronos87 commented Jun 3, 2024

Many thanks for the fix and review! 🙏

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[4.3dev] Exported node path in child scene are reflected in the parent scene file
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