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Update NodePaths only in built-in resources #85502
Update NodePaths only in built-in resources #85502
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It's been a while, could use another rebase? |
Why? There are no conflicts and the code is unlikely to have stopped working. |
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🤷 I myself think this is a good idea then.
Note #85517, which "fixes" the same issue by disabling functionality. Also relevant discussion from chat. |
My opinion is, I think the functionality should be restored but limited as this PR does. Checking only for built-in resources' NodePaths is not just performant, but much, much safer as it pretty much ensures the updated NodePath points to a valid node in the scene. If it also affected external Resources there would be no way of guaranteeing it. |
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Rebased and added revert. (although not sure if these commits make sense separately) |
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Looks good to me, I think we can squash the commits.
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Thanks! |
I'm on Godot 4.3 (beta1) and while in the editor adding/moving/removing nodes is still painfully slow when many nodes are in the scene. Is this still being worked on? |
The issue linked to this pull request is closed. If the problem still exists in some form, see if it was already reported and open a new issue if it wasn't. |
This may be related to #83460, which is still open. Editor freezes when adding, moving, or removing nodes in a scene with many nodes, even if they are just built-in nodes like Node2Ds. The more nodes, the longer the freeze. |
Fixes #84910