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SceneTree: Fix reparent crash with animation tracks renaming disabled #43497

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akien-mga
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This check was there since the first commit in 2014, but a later feature added in 2018
with #17717 did not properly update the code while adding non animation-related code
in perform_node_renames.

Fixes #40532.

This check was there since the first commit in 2014, but a later feature added in 2018
with godotengine#17717 did not properly update the code while adding non animation-related code
in `perform_node_renames`.

Fixes godotengine#40532.
@akien-mga akien-mga added bug topic:editor crash cherrypick:3.x Considered for cherry-picking into a future 3.x release labels Nov 13, 2020
@akien-mga akien-mga added this to the 4.0 milestone Nov 13, 2020
@akien-mga
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@jesperkondrup Could you test this build from the 3.2 branch with this fix? https://github.com/akien-mga/godot/suites/1497512734/artifacts/26120581

Especially to check that it doesn't break when reparenting nodes which are used in animation tracks with the editors/animation/autorename_animation_tracks setting is false like in your case.

@jesperkondrup
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@akien-mga Everything works in that build. I can move the sprite1 into another node with the sprite1 name without problems (it just gets renamed now) and I can also add it to an Animation player and still move it back and forth between nodes without problems.

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Thanks for testing!

@akien-mga akien-mga merged commit e69a0b1 into godotengine:master Nov 13, 2020
@akien-mga akien-mga deleted the reparent_crash_with_tracks_renaming_disabled branch November 13, 2020 14:11
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Cherry-picked for 3.2.4.

@akien-mga akien-mga removed the cherrypick:3.x Considered for cherry-picking into a future 3.x release label Nov 16, 2020
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Crash when you move a sprite into a Node2D that already has a node with the same name
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