When script changes, defer tree updating. Fixes #9704
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2 changed files with 8 additions and 3 deletions
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@ -354,7 +354,11 @@ void SceneTreeEditor::_update_visibility_color(Node *p_node, TreeItem *p_item) {
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void SceneTreeEditor::_node_script_changed(Node *p_node) {
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_update_tree();
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if (tree_dirty)
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return;
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MessageQueue::get_singleton()->push_call(this, "_update_tree");
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tree_dirty = true;
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/*
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changes the order :|
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TreeItem* item=p_node?_find(tree->get_root(),p_node->get_path()):NULL;
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@ -1599,17 +1599,18 @@ void GDScriptLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_so
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Object *obj = E->get()->placeholders.front()->get()->get_owner();
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//save instance info
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List<Pair<StringName, Variant> > state;
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if (obj->get_script_instance()) {
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map.insert(obj->get_instance_id(), List<Pair<StringName, Variant> >());
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List<Pair<StringName, Variant> > &state = map[obj->get_instance_id()];
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obj->get_script_instance()->get_property_state(state);
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map[obj->get_instance_id()] = state;
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obj->set_script(RefPtr());
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} else {
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// no instance found. Let's remove it so we don't loop forever
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E->get()->placeholders.erase(E->get()->placeholders.front()->get());
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}
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}
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#endif
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for (Map<ObjectID, List<Pair<StringName, Variant> > >::Element *F = E->get()->pending_reload_state.front(); F; F = F->next()) {
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