mirror of
https://github.com/godotengine/godot.git
synced 2024-11-24 13:12:42 +00:00
Merge pull request #96765 from adamscott/selecting-locked
Some checks are pending
🔗 GHA / 📊 Static checks (push) Waiting to run
🔗 GHA / 🤖 Android (push) Blocked by required conditions
🔗 GHA / 🍏 iOS (push) Blocked by required conditions
🔗 GHA / 🐧 Linux (push) Blocked by required conditions
🔗 GHA / 🍎 macOS (push) Blocked by required conditions
🔗 GHA / 🏁 Windows (push) Blocked by required conditions
🔗 GHA / 🌐 Web (push) Blocked by required conditions
🔗 GHA / 🪲 Godot CPP (push) Blocked by required conditions
Some checks are pending
🔗 GHA / 📊 Static checks (push) Waiting to run
🔗 GHA / 🤖 Android (push) Blocked by required conditions
🔗 GHA / 🍏 iOS (push) Blocked by required conditions
🔗 GHA / 🐧 Linux (push) Blocked by required conditions
🔗 GHA / 🍎 macOS (push) Blocked by required conditions
🔗 GHA / 🏁 Windows (push) Blocked by required conditions
🔗 GHA / 🌐 Web (push) Blocked by required conditions
🔗 GHA / 🪲 Godot CPP (push) Blocked by required conditions
Fix issue where editable children of 3D nodes would be selected
This commit is contained in:
commit
21249950da
@ -810,7 +810,7 @@ ObjectID Node3DEditorViewport::_select_ray(const Point2 &p_pos) const {
|
||||
Vector<Node3D *> nodes_with_gizmos = Node3DEditor::get_singleton()->gizmo_bvh_ray_query(pos, pos + ray * camera->get_far());
|
||||
|
||||
for (Node3D *spat : nodes_with_gizmos) {
|
||||
if (!spat) {
|
||||
if (!spat || _is_node_locked(spat)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -1557,7 +1557,7 @@ void Node3DEditorViewport::_surface_focus_exit() {
|
||||
view_menu->set_disable_shortcuts(true);
|
||||
}
|
||||
|
||||
bool Node3DEditorViewport ::_is_node_locked(const Node *p_node) {
|
||||
bool Node3DEditorViewport::_is_node_locked(const Node *p_node) const {
|
||||
return p_node->get_meta("_edit_lock_", false);
|
||||
}
|
||||
|
||||
@ -1935,11 +1935,7 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
|
||||
|
||||
if (after != EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
|
||||
// Single item selection.
|
||||
Vector<_RayResult> selection;
|
||||
_find_items_at_pos(b->get_position(), selection, false);
|
||||
if (!selection.is_empty()) {
|
||||
clicked = selection[0].item->get_instance_id();
|
||||
}
|
||||
clicked = _select_ray(b->get_position());
|
||||
|
||||
selection_in_progress = true;
|
||||
|
||||
|
@ -460,7 +460,7 @@ private:
|
||||
|
||||
bool previewing_camera = false;
|
||||
bool previewing_cinema = false;
|
||||
bool _is_node_locked(const Node *p_node);
|
||||
bool _is_node_locked(const Node *p_node) const;
|
||||
void _preview_exited_scene();
|
||||
void _toggle_camera_preview(bool);
|
||||
void _toggle_cinema_preview(bool);
|
||||
|
Loading…
Reference in New Issue
Block a user