Don't mark cached previously pinned AnimationMixers
AnimationPlayerEditor will hold on to pointers to no-longer existing Nodes that were previously pinned. Make sure to not mark them as dirty if they are not already inside the cache. This fixes #102108
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@ -924,12 +924,19 @@ void SceneTreeEditor::_update_tree(bool p_scroll_to_selected) {
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// If pinned state changed, update the currently pinned node.
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if (AnimationPlayerEditor::get_singleton()->is_pinned() != node_cache.current_has_pin) {
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node_cache.current_has_pin = AnimationPlayerEditor::get_singleton()->is_pinned();
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node_cache.mark_dirty(pinned_node);
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if (node_cache.has(pinned_node)) {
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node_cache.mark_dirty(pinned_node);
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}
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}
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// If the current pinned node changed update both the old and new node.
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if (node_cache.current_pinned_node != pinned_node) {
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node_cache.mark_dirty(pinned_node);
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node_cache.mark_dirty(node_cache.current_pinned_node);
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// get_editing_node() will return deleted nodes. If the nodes are not in cache don't try to mark them.
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if (node_cache.has(pinned_node)) {
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node_cache.mark_dirty(pinned_node);
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}
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if (node_cache.has(node_cache.current_pinned_node)) {
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node_cache.mark_dirty(node_cache.current_pinned_node);
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}
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node_cache.current_pinned_node = pinned_node;
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}
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@ -2373,6 +2380,10 @@ HashMap<Node *, SceneTreeEditor::CachedNode>::Iterator SceneTreeEditor::NodeCach
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return I;
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}
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bool SceneTreeEditor::NodeCache::has(Node *p_node) {
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return get(p_node, false).operator bool();
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}
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void SceneTreeEditor::NodeCache::remove(Node *p_node, bool p_recursive) {
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if (!p_node) {
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return;
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@ -2382,6 +2393,11 @@ void SceneTreeEditor::NodeCache::remove(Node *p_node, bool p_recursive) {
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editor->selected = nullptr;
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}
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if (p_node == current_pinned_node) {
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current_pinned_node = nullptr;
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current_has_pin = false;
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}
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editor->marked.erase(p_node);
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HashMap<Node *, CachedNode>::Iterator I = cache.find(p_node);
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@ -2419,6 +2435,7 @@ void SceneTreeEditor::NodeCache::mark_dirty(Node *p_node, bool p_parents) {
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if (!p_parents) {
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break;
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}
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node = node->get_parent();
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}
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}
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@ -2483,4 +2500,6 @@ void SceneTreeEditor::NodeCache::clear() {
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}
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cache.clear();
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to_delete.clear();
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current_pinned_node = nullptr;
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current_has_pin = false;
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}
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@ -90,6 +90,7 @@ class SceneTreeEditor : public Control {
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HashMap<Node *, CachedNode>::Iterator add(Node *p_node, TreeItem *p_item);
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HashMap<Node *, CachedNode>::Iterator get(Node *p_node, bool p_deleted_ok = true);
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bool has(Node *p_node);
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void remove(Node *p_node, bool p_recursive = false);
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void mark_dirty(Node *p_node, bool p_parents = true);
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void mark_children_dirty(Node *p_node, bool p_recursive = false);
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