Ver Fonte

Fix Clearing Inspector for Remote Node

Resolves: #30731

When you stop debugging... if you were inspecting a remote node, partial information about the remote node remained in the inspector (e.g. name and warning).

To resolve this, called EditorNode::edit_current() instead of EditorInspector::edit(NULL), which will call all the methods required using "NULL" if the current selected object is NULL.

In EditorPath::update_path() if the selected object is NULL, it does not update the path to reflect this change, basically does nothing. To fix this, we nullify everything, before the history loop.
Emmanuel Barroga há 6 anos atrás
pai
commit
2f2abadefe
2 ficheiros alterados com 4 adições e 1 exclusões
  1. 3 0
      editor/editor_path.cpp
  2. 1 1
      editor/script_editor_debugger.cpp

+ 3 - 0
editor/editor_path.cpp

@@ -78,6 +78,9 @@ void EditorPath::_about_to_show() {
 }
 
 void EditorPath::update_path() {
+	set_text("");
+	set_tooltip("");
+	set_icon(NULL);
 
 	for (int i = 0; i < history->get_path_size(); i++) {
 

+ 1 - 1
editor/script_editor_debugger.cpp

@@ -1369,7 +1369,7 @@ void ScriptEditorDebugger::stop() {
 	profiler->set_enabled(true);
 
 	inspect_scene_tree->clear();
-	inspector->edit(NULL);
+	EditorNode::get_singleton()->edit_current();
 	EditorNode::get_singleton()->get_pause_button()->set_pressed(false);
 	EditorNode::get_singleton()->get_pause_button()->set_disabled(true);
 	EditorNode::get_singleton()->get_scene_tree_dock()->hide_remote_tree();