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Comments (6)

Giganzo avatar Giganzo commented on September 27, 2024 1

Can reproduce it in v4.3.stable too

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Giganzo avatar Giganzo commented on September 27, 2024 1

I've identified the code responsible for this, will take a look at fixing it

Nice! Is it #82916?

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AThousandShips avatar AThousandShips commented on September 27, 2024 1

That's indeed the PR that introduced it, thank you for finding it!

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AThousandShips avatar AThousandShips commented on September 27, 2024 1

Indeed, see the fix above :)

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AThousandShips avatar AThousandShips commented on September 27, 2024

I've identified the code responsible for this, will take a look at fixing it

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bikemurt avatar bikemurt commented on September 27, 2024

Someone else will probably beat me to it, but here is what I found:

p_item->add_button(0, get_editor_theme_icon(SNAME("InstanceOptions")), BUTTON_SUBSCENE, false, TTR("Open in Editor"));

We are adding the "Open in Editor" button every time the scene tree node tooltip is updated (signal gets emitted from the UI for description, in this case).

This is only for inherited scenes or if can_open_instance is true - not sure what that would signify yet.

So there should be a way to check if p_item already has an "open in editor" button, and only add it if it is missing.

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