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| author | Ivan Vodopiviz | 2018-03-21 22:23:15 +0100 |
|---|---|---|
| committer | Hein-Pieter van Braam | 2018-04-28 17:47:23 +0200 |
| commit | ce944bc3fbdda9640cb7fc622caa0d50d73176d4 (patch) | |
| tree | bef79e6cc93f04ff6b6675a99fb48353f4198b0f /editor/editor_node.cpp | |
| parent | 5485939233a445c9803de4a6871a627dacc52913 (diff) | |
| download | godot-ce944bc3fbdda9640cb7fc622caa0d50d73176d4.tar.gz godot-ce944bc3fbdda9640cb7fc622caa0d50d73176d4.tar.zst godot-ce944bc3fbdda9640cb7fc622caa0d50d73176d4.zip | |
Prevented external editor from running multiple times
Fixes #16923. I'm not a fan of the special case for scripts in editor_node.cpp, but in any case,
I made it so it wouldn't make the external editor to re-open just because we switched scenes.
(cherry picked from commit f5147befb68cc2a021034a55ad64a4e1fae4bba2)
Diffstat (limited to 'editor/editor_node.cpp')
| -rw-r--r-- | editor/editor_node.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp index a404f8369..15883c671 100644 --- a/editor/editor_node.cpp +++ b/editor/editor_node.cpp @@ -1579,7 +1579,8 @@ void EditorNode::_edit_current() { // special case if use of external editor is true if (main_plugin->get_name() == "Script" && (bool(EditorSettings::get_singleton()->get("text_editor/external/use_external_editor")) || overrides_external_editor(current_obj))) { - main_plugin->edit(current_obj); + if (!changing_scene) + main_plugin->edit(current_obj); } else if (main_plugin != editor_plugin_screen && (!ScriptEditor::get_singleton() || !ScriptEditor::get_singleton()->is_visible_in_tree() || ScriptEditor::get_singleton()->can_take_away_focus())) { |
