Merge pull request #96765 from adamscott/selecting-locked
Fix issue where editable children of 3D nodes would be selected
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commit
21249950da
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@ -810,7 +810,7 @@ ObjectID Node3DEditorViewport::_select_ray(const Point2 &p_pos) const {
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Vector<Node3D *> nodes_with_gizmos = Node3DEditor::get_singleton()->gizmo_bvh_ray_query(pos, pos + ray * camera->get_far());
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for (Node3D *spat : nodes_with_gizmos) {
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if (!spat) {
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if (!spat || _is_node_locked(spat)) {
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continue;
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}
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@ -1557,7 +1557,7 @@ void Node3DEditorViewport::_surface_focus_exit() {
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view_menu->set_disable_shortcuts(true);
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}
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bool Node3DEditorViewport ::_is_node_locked(const Node *p_node) {
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bool Node3DEditorViewport::_is_node_locked(const Node *p_node) const {
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return p_node->get_meta("_edit_lock_", false);
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}
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@ -1935,11 +1935,7 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
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if (after != EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
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// Single item selection.
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Vector<_RayResult> selection;
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_find_items_at_pos(b->get_position(), selection, false);
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if (!selection.is_empty()) {
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clicked = selection[0].item->get_instance_id();
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}
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clicked = _select_ray(b->get_position());
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selection_in_progress = true;
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@ -460,7 +460,7 @@ private:
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bool previewing_camera = false;
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bool previewing_cinema = false;
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bool _is_node_locked(const Node *p_node);
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bool _is_node_locked(const Node *p_node) const;
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void _preview_exited_scene();
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void _toggle_camera_preview(bool);
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void _toggle_cinema_preview(bool);
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