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Save scene when saving built-in resource #84630

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KoBeWi
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@KoBeWi KoBeWi commented Nov 8, 2023

When saving a built-in script in script editor, the scene is saved instead.
When saving a built-in shader, an EditorFileSystemDialog appears.

I wanted to make shader editor's behavior match the script editor, but then I noticed that every resource is saved using EditorNode's save_resource() method, I thought "why not apply this to everything?". And so I did. Now if saving any built-in resource in any editor, its scene is saved. Previously it would bring up a file dialog, as if using the Save As option.

@KoBeWi KoBeWi added this to the 4.x milestone Nov 8, 2023
@KoBeWi KoBeWi requested a review from a team as a code owner November 8, 2023 20:11
editor/editor_node.cpp Outdated Show resolved Hide resolved
@YuriSizov YuriSizov modified the milestones: 4.3, 4.2 Nov 13, 2023
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@akien-mga akien-mga left a comment

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Looks good to me, we agreed with Yuri that this is likely important to merge for 4.2 to fix annoyances with builtin shaders, now that Ctrl+S defaults to saving the shader.

@KoBeWi KoBeWi force-pushed the what_belongs_to_scene_saves_the_scene branch from d82a33c to da55c06 Compare November 13, 2023 15:34
@akien-mga akien-mga merged commit 80a9f21 into godotengine:master Nov 13, 2023
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@akien-mga
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Thanks!

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3 participants