Revert "Avoid duplicating signals from scene instances into packed scenes"
This partially reverts commit 8a42e3d3ef.
Comment improvements and the test case were kept, with one part commented out.
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parent
a372214a4a
commit
2153a60425
3 changed files with 4 additions and 7 deletions
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@ -572,7 +572,7 @@ public:
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CONNECT_PERSIST = 2, // hint for scene to save this connection
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CONNECT_ONE_SHOT = 4,
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CONNECT_REFERENCE_COUNTED = 8,
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CONNECT_INHERITED = 16, // Whether or not the connection is in an instance of a scene.
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CONNECT_INHERITED = 16, // Used in editor builds.
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};
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struct Connection {
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@ -1060,12 +1060,6 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, HashMap<String
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continue;
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}
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// Don't include signals that are from scene instances
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// (they are already saved in the scenes themselves).
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if (c.flags & CONNECT_INHERITED) {
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continue;
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}
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// only connections that originate or end into main saved scene are saved
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// everything else is discarded
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@ -96,6 +96,8 @@ TEST_CASE("[PackedScene] Signals Preserved when Packing Scene") {
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CHECK_EQ(state->get_connection_count(), 3);
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}
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/*
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// FIXME: This subcase requires GH-48064 to be fixed.
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SUBCASE("Signals that should not be saved") {
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int subscene_flags = Object::CONNECT_PERSIST | Object::CONNECT_INHERITED;
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// subscene node to itself
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@ -115,6 +117,7 @@ TEST_CASE("[PackedScene] Signals Preserved when Packing Scene") {
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Ref<SceneState> state = packed_scene->get_state();
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CHECK_EQ(state->get_connection_count(), 0);
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}
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*/
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memdelete(main_scene_root);
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}
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