Don't duplicate internal nodes

This commit is contained in:
kobewi 2024-03-13 13:22:42 +01:00
parent f2cc3f1275
commit 92ab92114e
10 changed files with 17 additions and 49 deletions

View file

@ -239,8 +239,6 @@ private:
// RenderingServer, and specify the mesh in world space.
bool use_identity_transform : 1;
bool parent_owned : 1;
bool in_constructor : 1;
bool use_placeholder : 1;
bool display_folded : 1;
@ -487,6 +485,7 @@ public:
}
_FORCE_INLINE_ bool is_inside_tree() const { return data.inside_tree; }
bool is_internal() const { return data.internal_mode != INTERNAL_MODE_DISABLED; }
bool is_ancestor_of(const Node *p_node) const;
bool is_greater_than(const Node *p_node) const;
@ -706,8 +705,6 @@ public:
//hacks for speed
static void init_node_hrcr();
void force_parent_owned() { data.parent_owned = true; } //hack to avoid duplicate nodes
void set_import_path(const NodePath &p_import_path); //path used when imported, used by scene editors to keep tracking
NodePath get_import_path() const;