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Save scene together with script/shader when ctrl-s is pressed.
Fixesgodotengine#84601.
The scene will also silently be saved (just like before), since many users
are not necessarily aware that the script or shader editor editors are focused
at the time of saving. Now, however, if something causes the save to fail it
will not be notified to the user, in case the user to avoid the annoyance
caused by godotengine#84039.
show_accept(TTR("This operation can't be done without a tree root."), TTR("OK"));
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if (p_show_error_dialogs) {
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show_accept(TTR("This operation can't be done without a tree root."), TTR("OK"));
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+
}
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return;
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}
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if (!scene->get_scene_file_path().is_empty() && _validate_scene_recursive(scene->get_scene_file_path(), scene)) {
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show_accept(TTR("This scene can't be saved because there is a cyclic instance inclusion.\nPlease resolve it and then attempt to save again."), TTR("OK"));
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if (p_show_error_dialogs) {
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show_accept(TTR("This scene can't be saved because there is a cyclic instance inclusion.\nPlease resolve it and then attempt to save again."), TTR("OK"));
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}
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return;
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}
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@@ -1786,7 +1810,9 @@ void EditorNode::_save_scene(String p_file, int idx) {
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Error err = sdata->pack(scene);
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if (err != OK) {
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show_accept(TTR("Couldn't save scene. Likely dependencies (instances or inheritance) couldn't be satisfied."), TTR("OK"));
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if (p_show_error_dialogs) {
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show_accept(TTR("Couldn't save scene. Likely dependencies (instances or inheritance) couldn't be satisfied."), TTR("OK"));
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+
}
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return;
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}
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@@ -1818,7 +1844,9 @@ void EditorNode::_save_scene(String p_file, int idx) {
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