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