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