Fix "Rename" and "Batch Rename" ignoring non-top-level nodes and editing foreign nodes#119617
Fix "Rename" and "Batch Rename" ignoring non-top-level nodes and editing foreign nodes#119617EdwardChanCH wants to merge 1 commit into
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In the future, a follow-up PR could sync the godot/editor/scene/scene_tree_editor.cpp Lines 466 to 469 in 3bfa50f |
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Need more time for this fix, the rabbit hole gets deeper and deeper... |
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Hi #74236 seems unrelated to the other issue except for the fact that they are in the same part of the editor if so please make a separate PR to fix it |
It is related, unfortunately. "Change Type" (along with the others) requires the new But I plan to split this into separate PRs (one per issue) once I get everything fixed and tested (would require duplicating some shared changes). Thanks for the reminder though. case TOOL_CHANGE_TYPE: {
if (!profile_allow_editing) {
break;
}
List<Node *> full_selection = editor_selection->get_full_selected_node_list();
if (!_validate_no_foreign_selected(full_selection)) { // New
break;
}
if (!_validate_no_instance_selected(full_selection)) { // New
break;
} |
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Triple checked all the related code and locally tested all the new code, finally! Bug triage results:
Split PRs: |
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Cleaned up the code and undid some unnecessary changes. Ready for review! |
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…iting foreign nodes/ being available when it is not.
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Closes #119593
Closes #119645
Related PRs:
Changes:
F2.