Keep the node as an edited object when attaching and detaching scripts

This commit is contained in:
PrettyStable
2026-01-09 14:18:39 -03:00
parent c5e670f26e
commit 007179545b

View File

@@ -800,7 +800,6 @@ void SceneTreeDock::_tool_selected(int p_tool, bool p_confirm_override) {
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Detach Script"), UndoRedo::MERGE_DISABLE, EditorNode::get_singleton()->get_edited_scene());
undo_redo->add_do_method(EditorNode::get_singleton(), "push_item", (Script *)nullptr);
for (int i = 0; i < selection.size(); i++) {
Node *n = Object::cast_to<Node>(selection[i]);
@@ -2627,7 +2626,7 @@ void SceneTreeDock::_script_created(Ref<Script> p_script) {
// Avoid changing the currently edited object.
Object *edited_object = InspectorDock::get_inspector_singleton()->get_edited_object();
_push_item(p_script.ptr());
EditorNode::get_singleton()->push_item_no_inspector(p_script.ptr());
_queue_update_script_button();
InspectorDock::get_inspector_singleton()->edit(edited_object);