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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.
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@@ -589,7 +589,6 @@ void SceneTreeEditor::_node_removed(Node *p_node) {
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if (p_node == selected) {
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if (p_node == selected) {
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selected = nullptr;
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selected = nullptr;
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emit_signal(SNAME("node_selected"));
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}
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}
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}
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}
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@@ -4495,6 +4495,7 @@ SceneTreeDock::SceneTreeDock(Node *p_scene_root, EditorSelection *p_editor_selec
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scene_tree->set_v_size_flags(SIZE_EXPAND | SIZE_FILL);
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scene_tree->set_v_size_flags(SIZE_EXPAND | SIZE_FILL);
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scene_tree->connect("rmb_pressed", callable_mp(this, &SceneTreeDock::_tree_rmb));
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scene_tree->connect("rmb_pressed", callable_mp(this, &SceneTreeDock::_tree_rmb));
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scene_tree->connect("node_selected", callable_mp(this, &SceneTreeDock::_node_selected), CONNECT_DEFERRED);
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scene_tree->connect("node_renamed", callable_mp(this, &SceneTreeDock::_node_renamed), CONNECT_DEFERRED);
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scene_tree->connect("node_renamed", callable_mp(this, &SceneTreeDock::_node_renamed), CONNECT_DEFERRED);
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scene_tree->connect("node_prerename", callable_mp(this, &SceneTreeDock::_node_prerenamed));
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scene_tree->connect("node_prerename", callable_mp(this, &SceneTreeDock::_node_prerenamed));
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scene_tree->connect("open", callable_mp(this, &SceneTreeDock::_load_request));
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scene_tree->connect("open", callable_mp(this, &SceneTreeDock::_load_request));
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