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Batch of Bugfixes
-=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
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@@ -2513,6 +2513,7 @@ void AnimationKeyEditor::_query_insert(const InsertData& p_id) {
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if (insert_frame!=OS::get_singleton()->get_frames_drawn()) {
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//clear insert list for the frame if frame changed
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if (insert_confirm->is_visible())
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return; //do nothing
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insert_data.clear();
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@@ -2520,6 +2521,12 @@ void AnimationKeyEditor::_query_insert(const InsertData& p_id) {
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}
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insert_frame=OS::get_singleton()->get_frames_drawn();
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for (List<InsertData>::Element *E=insert_data.front();E;E=E->next()) {
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//prevent insertion of multiple tracks
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if (E->get().path==p_id.path)
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return; //already inserted a track for this on this frame
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}
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insert_data.push_back(p_id);
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if (p_id.track_idx==-1) {
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