Open Envalee opened 6 years ago
Afaik this is still relevant in master, but this is incredibly useful as long as #20409 & #6455 are not fixed since this is the only way to prevent data loss after renaming/reparenting.
We could fix this with soft-reload of the scene (something like what happens when the instanced scene is changed externally) when editable children are disabled. Not sure if it's worth it though. The instanced scene might be modified e.g. by a tool script and this is not reflected in game either. This issue is harmless and at most unexpected for the first time.
It looks like https://github.com/godotengine/godot/pull/46057 will fix this.
Godot version:
Godot 3.0 Beta 2
OS/device including version:
Windows 10 64bit Intel i7 6700k MSI GeForce GTX 1060 (6GB) 16 GB RAM DDR4 Z170 Gaming Pro (Mainborad)
Issue description:
If changed a included (linked) scene in the editor node tree to "editable subobjects" and change something (for example a animatedSprite to another animation) and after that changing the included (linked) scene back to "NOT editable subobjects" then the editor keeps the changed animation (if not restarting) and ingame it is showing the default animation which isn´t changed.
Steps to reproduce:
Minimal reproduction project:
EditableSubobjectIssue.zip