Fix reselecting scene tree node after inspecting a resource

This broke when the `node_selected` connection was removed in #91435.
Here it's returned, but the emit is removed from `_node_removed`. That
preserves the earlier fix while allowing nodes to be reselected.
This commit is contained in:
Anni Ryynänen 2024-06-24 13:17:45 +03:00
parent 04bf7d4cad
commit eed6f4fef4
No known key found for this signature in database
GPG Key ID: 0C29030C4FA87DDC
2 changed files with 1 additions and 1 deletions

View File

@ -589,7 +589,6 @@ void SceneTreeEditor::_node_removed(Node *p_node) {
if (p_node == selected) {
selected = nullptr;
emit_signal(SNAME("node_selected"));
}
}

View File

@ -4495,6 +4495,7 @@ SceneTreeDock::SceneTreeDock(Node *p_scene_root, EditorSelection *p_editor_selec
scene_tree->set_v_size_flags(SIZE_EXPAND | SIZE_FILL);
scene_tree->connect("rmb_pressed", callable_mp(this, &SceneTreeDock::_tree_rmb));
scene_tree->connect("node_selected", callable_mp(this, &SceneTreeDock::_node_selected), CONNECT_DEFERRED);
scene_tree->connect("node_renamed", callable_mp(this, &SceneTreeDock::_node_renamed), CONNECT_DEFERRED);
scene_tree->connect("node_prerename", callable_mp(this, &SceneTreeDock::_node_prerenamed));
scene_tree->connect("open", callable_mp(this, &SceneTreeDock::_load_request));