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SceneTreeDock: Avoid changing the currently edited object when attaching a script #81510

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merged 1 commit into from
Oct 26, 2023

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garychia
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Fixes #81323

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@KoBeWi KoBeWi left a comment

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tbh I sometimes rely on this behavior when I forget to name the script, but I get why it can be annoying.

btw Detach Script has the same problem, although there it's explicitly coded for some unexplained reason.

undo_redo->add_do_method(EditorNode::get_singleton(), "push_item", (Script *)nullptr);

@akien-mga
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btw Detach Script has the same problem, although there it's explicitly coded for some unexplained reason.

Should this be handled in this PR too?

@KoBeWi
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KoBeWi commented Oct 23, 2023

It can be done in this PR too, it's just one line removal.

The line ensures that the script does not stay in the inspector (which might make sense given the current attach behavior), not sure if it did anything else.

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Let's merge this one for now as we're not sure whether the other removal would always be wanted.

@akien-mga akien-mga merged commit 9f20a4a into godotengine:master Oct 26, 2023
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@akien-mga
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Thanks!

@garychia garychia deleted the unedit_created_script branch October 27, 2023 02:10
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Attaching a script to a node make the inspector inspect the script instead of the selected node
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