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Check for CanvasItem instead of Control and Node2D
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@ -3685,7 +3685,7 @@ void EditorNode::_set_main_scene_state(Dictionary p_state, Node *p_for_scene) {
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Node *editor_node = SceneTreeDock::get_singleton()->get_tree_editor()->get_selected();
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Node *editor_node = SceneTreeDock::get_singleton()->get_tree_editor()->get_selected();
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editor_node = editor_node == nullptr ? get_edited_scene() : editor_node;
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editor_node = editor_node == nullptr ? get_edited_scene() : editor_node;
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if (Object::cast_to<Node2D>(editor_node) || Object::cast_to<Control>(editor_node)) {
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if (Object::cast_to<CanvasItem>(editor_node)) {
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editor_select(EDITOR_2D);
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editor_select(EDITOR_2D);
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} else if (Object::cast_to<Node3D>(editor_node)) {
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} else if (Object::cast_to<Node3D>(editor_node)) {
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editor_select(EDITOR_3D);
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editor_select(EDITOR_3D);
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@ -4805,8 +4805,8 @@ void TileSetScenesCollectionSource::set_scene_tile_scene(int p_id, Ref<PackedSce
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scene_state = scene_state->get_base_scene_state();
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scene_state = scene_state->get_base_scene_state();
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}
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}
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ERR_FAIL_COND_MSG(type.is_empty(), vformat("Invalid PackedScene for TileSetScenesCollectionSource: %s. Could not get the type of the root node.", p_packed_scene->get_path()));
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ERR_FAIL_COND_MSG(type.is_empty(), vformat("Invalid PackedScene for TileSetScenesCollectionSource: %s. Could not get the type of the root node.", p_packed_scene->get_path()));
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bool extends_correct_class = ClassDB::is_parent_class(type, "Control") || ClassDB::is_parent_class(type, "Node2D");
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bool extends_correct_class = ClassDB::is_parent_class(type, "CanvasItem");
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ERR_FAIL_COND_MSG(!extends_correct_class, vformat("Invalid PackedScene for TileSetScenesCollectionSource: %s. Root node should extend Control or Node2D. Found %s instead.", p_packed_scene->get_path(), type));
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ERR_FAIL_COND_MSG(!extends_correct_class, vformat("Invalid PackedScene for TileSetScenesCollectionSource: %s. Root node should extend CanvasItem. Found %s instead.", p_packed_scene->get_path(), type));
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scenes[p_id].scene = p_packed_scene;
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scenes[p_id].scene = p_packed_scene;
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} else {
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} else {
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