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Fix nodes being renamed into garbage upon conflict #54987
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Actually taking back my approval, changing |
I checked the
|
That's for the editor usage, but users can't set Node names from script and could write egregiously slow code like #54177 with e.g.: func _ready():
for i in range(40000):
var node = Node.new()
node.name = "MyNode"
add_child(node) But let's see what @godotengine/core folks think about it. |
Well my thinking is that if you use func _ready():
for i in range(40000):
var node = Node.new()
add_child(node) wouldn't have performance concerns. |
@KoBeWi's reasoning makes sense to me, if you use set_name you most definitely want a human readable conflict resolution. |
Thanks! |
Fresh new regression from #54072
(well maybe they aren't fresh anymore at this point)