Fix default NodePaths saved in scene

This commit is contained in:
kobewi 2024-05-19 00:17:34 +02:00
parent 0d11108a01
commit be111004dd
7 changed files with 91 additions and 12 deletions

View file

@ -4118,7 +4118,7 @@ HashMap<StringName, Variant> EditorNode::get_modified_properties_for_node(Node *
Variant revert_value = EditorPropertyRevert::get_property_revert_value(p_node, E.name, &is_valid_revert);
Variant current_value = p_node->get(E.name);
if (is_valid_revert) {
if (PropertyUtils::is_property_value_different(current_value, revert_value)) {
if (PropertyUtils::is_property_value_different(p_node, current_value, revert_value)) {
// If this property is a direct node reference, save a NodePath instead to prevent corrupted references.
if (E.type == Variant::OBJECT && E.hint == PROPERTY_HINT_NODE_TYPE) {
Node *target_node = Object::cast_to<Node>(current_value);