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Better deselection handling in AnimationTree editors
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@@ -284,6 +284,11 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv
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}
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}
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// If no state or transition was selected, select host StateMachine node.
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if (selected_node.is_empty() && selected_transition_index == -1) {
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EditorNode::get_singleton()->push_item(state_machine.ptr(), "", true);
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}
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state_machine_draw->queue_redraw();
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_update_mode();
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}
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@@ -1648,6 +1653,10 @@ void AnimationNodeStateMachineEditor::_erase_selected(const bool p_nested_action
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connected_nodes.clear();
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selected_nodes.clear();
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selected_node = StringName();
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// Return selection to host StateMachine node.
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EditorNode::get_singleton()->push_item(state_machine.ptr(), "", true);
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}
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if (selected_transition_to != StringName() && selected_transition_from != StringName() && state_machine->has_transition(selected_transition_from, selected_transition_to)) {
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@@ -1668,8 +1677,12 @@ void AnimationNodeStateMachineEditor::_erase_selected(const bool p_nested_action
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selected_transition_from = StringName();
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selected_transition_to = StringName();
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selected_transition_index = -1;
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// Return selection to host StateMachine node.
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EditorNode::get_singleton()->push_item(state_machine.ptr(), "", true);
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}
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_update_mode();
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state_machine_draw->queue_redraw();
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}
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