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Add a way to force history for undoredo #79796

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merged 1 commit into from
Jun 26, 2024

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@KoBeWi KoBeWi commented Jul 22, 2023

Fixes #79750

The problem was that visual shader editor created a new resource that was nested in an external resource and the action was created before that resource had a path. This made EditorUndoRedoManager assume that the nested resource is part of the scene (which is default assumption for built-in resources with empty path). It's difficult to automatically determine where the object should belong in this case, so I added a method force_correct_history(), which allows the user to explicitly tell the undo system that the object belongs to the correct history.

EDIT:
Added a fix for #91830 (comment) (error when renaming animation in external SpriteFrames)

@akien-mga akien-mga merged commit 35683de into godotengine:master Jun 26, 2024
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Thanks!

@KoBeWi KoBeWi deleted the hack_and_slash branch June 26, 2024 13:07
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