Don't duplicate internal nodes
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10 changed files with 17 additions and 49 deletions
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@ -239,8 +239,6 @@ private:
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// RenderingServer, and specify the mesh in world space.
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bool use_identity_transform : 1;
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bool parent_owned : 1;
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bool in_constructor : 1;
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bool use_placeholder : 1;
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bool display_folded : 1;
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@ -487,6 +485,7 @@ public:
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}
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_FORCE_INLINE_ bool is_inside_tree() const { return data.inside_tree; }
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bool is_internal() const { return data.internal_mode != INTERNAL_MODE_DISABLED; }
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bool is_ancestor_of(const Node *p_node) const;
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bool is_greater_than(const Node *p_node) const;
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@ -706,8 +705,6 @@ public:
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//hacks for speed
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static void init_node_hrcr();
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void force_parent_owned() { data.parent_owned = true; } //hack to avoid duplicate nodes
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void set_import_path(const NodePath &p_import_path); //path used when imported, used by scene editors to keep tracking
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NodePath get_import_path() const;
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