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Add recording_signals to MissingNode
Allows connecting unknown signals to MissingNode so they aren't lost when the Node type is missing.
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3 changed files with 34 additions and 0 deletions
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@ -39,12 +39,17 @@ class MissingNode : public Node {
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String original_class;
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String original_scene;
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bool recording_properties = false;
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bool recording_signals = false;
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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#ifdef DEBUG_ENABLED
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virtual Error connect(const StringName &p_signal, const Callable &p_callable, uint32_t p_flags = 0) override;
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#endif
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static void _bind_methods();
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public:
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@ -57,6 +62,9 @@ public:
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void set_recording_properties(bool p_enable);
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bool is_recording_properties() const;
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void set_recording_signals(bool p_enable);
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bool is_recording_signals() const;
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virtual PackedStringArray get_configuration_warnings() const override;
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MissingNode();
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