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Fix batch rename for unique name and empty name #78292
Fix batch rename for unique name and empty name #78292
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sorry I just found a rather important bug xd
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Tested locally (rebased on top of master
cb73a6e), it works.
However, I can only confirm the first case (empty node name) is resolved, as I can't test the second issue. I never see the Batch Rename option in the context menu when selecting several nodes if both are scene-unique, and this also applies in master
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Approving nonetheless, as this is an improvement over the existing situation.
Batch Rename does not appear if you select a parent and child node together. Likely a bug. |
Indeed See #76069 |
Besides a review from @KoBeWi this also needs a rebase. |
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So I rebased this. The conflicting fix was about making sure it wouldn't raise an error when renaming a node to the same name when it is an unique name in owner. I moved this fix to the new places from this PR |
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I think the added meta should be prefixed with "_" by convention. Otherwise, this seems to address @KoBeWi's concern, albeit in a rather awkward way. Can't we set the meta and then compose a line by checking for each possible key, instead of doing this nested |
editor/gui/scene_tree_editor.cpp
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// we previously made sure name is not the same as current name so that it wonn't complain about already used unique name when not changing name |
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// we previously made sure name is not the same as current name so that it wonn't complain about already used unique name when not changing name | |
// We previously made sure name is not the same as current name so that it won't complain about already used unique name when not changing name. |
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Poke @ajreckof, would be good to fix this before merging.
This convention is irrelevant for internal editor nodes. |
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Thanks! |
Fixes #78290
Fixes #78291