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Store panels and docks singletons in their own classes
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@@ -208,19 +208,19 @@ void CustomPropertyEditor::_menu_option(int p_which) {
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} break;
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case OBJ_MENU_NEW_SCRIPT: {
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if (Object::cast_to<Node>(owner)) {
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EditorNode::get_singleton()->get_scene_tree_dock()->open_script_dialog(Object::cast_to<Node>(owner), false);
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SceneTreeDock::get_singleton()->open_script_dialog(Object::cast_to<Node>(owner), false);
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}
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} break;
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case OBJ_MENU_EXTEND_SCRIPT: {
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if (Object::cast_to<Node>(owner)) {
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EditorNode::get_singleton()->get_scene_tree_dock()->open_script_dialog(Object::cast_to<Node>(owner), true);
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SceneTreeDock::get_singleton()->open_script_dialog(Object::cast_to<Node>(owner), true);
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}
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} break;
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case OBJ_MENU_SHOW_IN_FILE_SYSTEM: {
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RES r = v;
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FileSystemDock *file_system_dock = EditorNode::get_singleton()->get_filesystem_dock();
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FileSystemDock *file_system_dock = FileSystemDock::get_singleton();
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file_system_dock->navigate_to_path(r->get_path());
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// Ensure that the FileSystem dock is visible.
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TabContainer *tab_container = (TabContainer *)file_system_dock->get_parent_control();
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@@ -1256,7 +1256,7 @@ void CustomPropertyEditor::_action_pressed(int p_which) {
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if (owner->is_class("Node") && (v.get_type() == Variant::NODE_PATH) && Object::cast_to<Node>(owner)->has_node(v)) {
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Node *target_node = Object::cast_to<Node>(owner)->get_node(v);
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EditorNode::get_singleton()->get_editor_selection()->clear();
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EditorNode::get_singleton()->get_scene_tree_dock()->set_selected(target_node);
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SceneTreeDock::get_singleton()->set_selected(target_node);
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}
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hide();
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