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Editor Plugins not removed when Folding an ancestor Resource #103976

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SaracenOne opened this issue Mar 11, 2025 · 1 comment · Fixed by #104296 · May be fixed by #103977
Closed

Editor Plugins not removed when Folding an ancestor Resource #103976

SaracenOne opened this issue Mar 11, 2025 · 1 comment · Fixed by #104296 · May be fixed by #103977

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@SaracenOne
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Tested versions

78c9f8d

System information

Windows 11

Issue description

Possibly related to #103615, but I have been unable to reproduce the crash to know for sure.

This is a minor bug in the inspector a resource property, which had corresponding editor plugins associated with a descendent properties, does not cleanup editor plugins from the list if the ancestor property was folded. This is because the code associated with removing a plugin from the active list is only called if the exact property with an associated plugin which handles the type is deselected. If, however, an EditorPropertyResource which contains a property handled by an plugin is closed while the property handled by a plugin is open, it will not be removed from the active list and the editor will show a warning that it tried to add the plugin to the list twice while it is already open.

godot.windows.editor.dev.x86_64_MXzoxGNoaF.mp4

Steps to reproduce

  • Create a MeshInstance.
  • Assign it a ShaderMaterial.
  • Assign the ShaderMaterial a Shader.
  • Open the Shader property as shown in the video.
  • Click on the ShaderMaterial property. to close it.
  • Click on it again to reopen it and note the error.

Minimal reproduction project (MRP)

N/A

@Rindbee
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Rindbee commented Mar 24, 2025

It seems to be a variant of #103909. Specifically the crash case. It may be the case where two sub-resources of the same type are opened.

@akien-mga akien-mga modified the milestones: 4.x, 4.5 Mar 25, 2025
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