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AThousandShips avatar AThousandShips commented on June 29, 2024 1

No, this is completely different and is a regression, what you're talking about isn't a bug, so please stay on topic here thank you

To clarify further:
The bug here is that copying a local resource (i.e. not saved as a separate file) from one scene to another scene should duplicate the resource, because it can't be loaded from the first scene into the second scene, that just doesn't work

When copying within the same scene it shouldn't be duplicated, that is by design, and when copying between scenes and it's not a resource local to the scene it should also not be duplicated.

That's the bug here, separate from the intended behavior in #86525

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JekSun97 avatar JekSun97 commented on June 29, 2024

@KoBeWi I confirm, but similarly #86525, as far as I understand, this is not a bug

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AThousandShips avatar AThousandShips commented on June 29, 2024

That's different, this is related to how the copying of a local resource is shared, which is a bug as it can't be shared in the file, but is incorrectly shared in the editor

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JekSun97 avatar JekSun97 commented on June 29, 2024

So this is still a problem that has been present since version 3.x =)

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Rindbee avatar Rindbee commented on June 29, 2024

godot/scene/main/node.cpp

Lines 2792 to 2802 in 705b7a0

// This is used by SceneTreeDock's paste functionality. When pasting to foreign scene, resources are duplicated.
if (!p_resource_remap.is_empty()) {
remap_node_resources(dupe, p_resource_remap);
}
// Duplication of signals must happen after all the node descendants have been copied,
// because re-targeting of connections from some descendant to another is not possible
// if the emitter node comes later in tree order than the receiver
_duplicate_signals(this, dupe);
_duplicate_properties(this, this, dupe, flags);

Seems to be related to #91329 which caused properties to possibly not use p_resource_remap.

The resources are overwritten in _duplicate_properties after remap_node_resources.

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