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Fix Clearing Inspector for Remote Node
Resolves: #30731 When you stop debugging... if you were inspecting a remote node, partial information about the remote node remained in the inspector (e.g. name and warning). To resolve this, called EditorNode::edit_current() instead of EditorInspector::edit(NULL), which will call all the methods required using "NULL" if the current selected object is NULL. In EditorPath::update_path() if the selected object is NULL, it does not update the path to reflect this change, basically does nothing. To fix this, we nullify everything, before the history loop.
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@ -78,6 +78,9 @@ void EditorPath::_about_to_show() {
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}
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void EditorPath::update_path() {
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set_text("");
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set_tooltip("");
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set_icon(NULL);
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for (int i = 0; i < history->get_path_size(); i++) {
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@ -1369,7 +1369,7 @@ void ScriptEditorDebugger::stop() {
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profiler->set_enabled(true);
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inspect_scene_tree->clear();
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inspector->edit(NULL);
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EditorNode::get_singleton()->edit_current();
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EditorNode::get_singleton()->get_pause_button()->set_pressed(false);
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EditorNode::get_singleton()->get_pause_button()->set_disabled(true);
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EditorNode::get_singleton()->get_scene_tree_dock()->hide_remote_tree();
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