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Fixes for multi-node editing interactions.

1. When having 2 nodes selected, deselecting one in the ScemeTreeDock would keep the inspector in MultiNodeEdit rather than editing the one remaining node directly. This is now fixed. Closes #49451
2. In the Node3D editor, Shift-Selecting a region (drag selecting) would *deselect* nodes which were already selected, and select ones which were not, essentially inverting the selection. This is now fixed - shift-drag-selecting will only add nodes to the selection. To deselect, individual nodes can be clicked on. I am not sure if there is an issue open for this - it was a bug I found while testing other changes.
3. Other minor code cleanup.
This commit is contained in:
Eric M
2021-06-19 12:25:24 +10:00
parent 9b0800cbf9
commit 83cb48e69e
3 changed files with 31 additions and 15 deletions

View File

@@ -659,7 +659,14 @@ void SceneTreeEditor::_cell_multi_selected(Object *p_object, int p_cell, bool p_
} else {
editor_selection->remove_node(n);
}
emit_signal("node_changed");
// Selection changed to be single node, so emit "selected" (for single node) rather than "changed" (for multiple nodes)
if (editor_selection->get_selected_nodes().size() == 1) {
selected = editor_selection->get_selected_node_list()[0];
emit_signal("node_selected");
} else {
emit_signal("node_changed");
}
}
void SceneTreeEditor::_notification(int p_what) {