godotengine / godotengine/godot
undoing creation of nodes while renaming will cause some errors
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- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
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Description
Tested versions
- Reproduible in : 4.3.dev[2ababdcc065e76decc12747a3c84e01f7bdc90dd]
System information
macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)
Issue description
when undoing the creation of a node while renaming it instead of closing the rename action the rename will prevent the nodes from being visually removed from the scene tree which in turn cause errors of ode not found.
Fortunately this does not corrupt undo history even if you finish the renaming instead of canceling it.
Steps to reproduce
- Create a scene
- add a second node
- start renaming it
- press
CTRL + Z - select the root node
- node will disappear with errors
- pressing undo here will strangely bring back the node
https://github.com/godotengine/godot/assets/66184050/f7251398-2d58-4efe-bf35-2e312729ad70
Minimal reproduction project (MRP)
N/A
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Reproduce the issue in the Godot editor by creating and renaming a node, undoing during rename, and selecting the root node. Trace the scene-tree rename and undo handling; done means the removed node disappears visually without “node not found” errors and subsequent undo still behaves correctly.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100