Open akien-mga opened 2 months ago
Bisecting points to #91435 as the culprit, @ajreckof
Read the https://github.com/godotengine/godot/pull/91435 description seems like this was a bugfix, but I not sure how to restore it without breaking it.
So what happens here is that when opening a scene it was always selecting the root of the scene when loading in addition to whatever the selection was and this made a lot of problems. The fact that it was switching to the 2D/3D viewer was simply a consequence of this selection. One thing I suggested was to add back the selection in the cases where there is no prior selection. If the switch is always wanted whatever the selection and only depending on the root node then I could add a patch in this way too.
If the switch is always wanted whatever the selection and only depending on the root node then I could add a patch in this way too.
This seems to be the old behavior. #91411 is a regression between dev5 and dev6. In dev5 root node is not selected, but the editor switches correctly.
EDIT: To be precise, this only happens with no selection. If the newly opened scene has selected node, that node is used instead.
Tested versions
System information
Fedora Linux 40 (KDE Plasma) - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 7600M XT (RADV NAVI33) - AMD Ryzen 7 7840HS w/ Radeon 780M Graphics (16 Threads)
Issue description
Godot has this nifty behavior that it can detect the type of a scene (2D or 3D) based on its root node, and infer the viewport (2D/3D) to open for that scene accordingly.
This seems to have regressed in 4.3.stable and later.
What works:
What doesn't work:
CC @KoBeWi
Steps to reproduce
See above.
Minimal reproduction project (MRP)
Test2DAnd3DScenes.zip