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fix node duplication in update after external changes.
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@@ -3818,6 +3818,14 @@ void EditorNode::_set_current_scene_nocheck(int p_idx) {
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}
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}
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if (editor_data.check_and_update_scene(p_idx)) {
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if (!editor_data.get_scene_path(p_idx).is_empty()) {
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editor_folding.load_scene_folding(editor_data.get_edited_scene_root(p_idx), editor_data.get_scene_path(p_idx));
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}
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EditorUndoRedoManager::get_singleton()->clear_history(false, editor_data.get_scene_history_id(p_idx));
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}
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Dictionary state = editor_data.restore_edited_scene_state(editor_selection, &editor_history);
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_edit_current(true);
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@@ -3827,14 +3835,6 @@ void EditorNode::_set_current_scene_nocheck(int p_idx) {
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if (tabs_to_close.is_empty()) {
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callable_mp(this, &EditorNode::_set_main_scene_state).call_deferred(state, get_edited_scene()); // Do after everything else is done setting up.
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}
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if (editor_data.check_and_update_scene(p_idx)) {
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if (!editor_data.get_scene_path(p_idx).is_empty()) {
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editor_folding.load_scene_folding(editor_data.get_edited_scene_root(p_idx), editor_data.get_scene_path(p_idx));
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}
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EditorUndoRedoManager::get_singleton()->clear_history(false, editor_data.get_scene_history_id(p_idx));
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}
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}
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void EditorNode::setup_color_picker(ColorPicker *p_picker) {
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