Fix saving wrong edited scene state when switching scene tabs
When creating a new scene, the scene tab will actually switch to the newly created one. Also worth noting that switching scene tabs saves state (by `save_edited_scene_state`). When trying New Scene again, the previously empty scene tab will be removed. So the correct logic is: switch the tab save state first, and then remove the previous empty scene tab. To prevent `current_edited_scene` from being incorrect when saving state.
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1 changed files with 8 additions and 2 deletions
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@ -3664,6 +3664,8 @@ void EditorNode::fix_dependencies(const String &p_for_file) {
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int EditorNode::new_scene() {
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int idx = editor_data.add_edited_scene(-1);
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_set_current_scene(idx); // Before trying to remove an empty scene, set the current tab index to the newly added tab index.
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// Remove placeholder empty scene.
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if (editor_data.get_edited_scene_count() > 1) {
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for (int i = 0; i < editor_data.get_edited_scene_count() - 1; i++) {
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@ -3674,9 +3676,7 @@ int EditorNode::new_scene() {
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}
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}
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}
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idx = MAX(idx, 0);
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_set_current_scene(idx);
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editor_data.clear_editor_states();
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scene_tabs->update_scene_tabs();
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return idx;
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@ -3834,6 +3834,12 @@ Error EditorNode::load_scene(const String &p_scene, bool p_ignore_broken_deps, b
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// If we are, we'll edit it after the restoration is done.
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if (!restoring_scenes) {
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push_item(new_scene);
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} else {
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// Initialize history for restored scenes.
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ObjectID id = new_scene->get_instance_id();
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if (id != editor_history.get_current()) {
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editor_history.add_object(id);
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}
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}
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// Load the selected nodes.
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