Added snapping to 3D path handles to bring it in line with its 2D counterpart
(cherry picked from commit 4d1acab79b
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@ -103,6 +103,12 @@ void PathSpatialGizmo::set_handle(int p_idx,Camera *p_camera, const Point2& p_po
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if (p.intersects_ray(ray_from,ray_dir,&inters)) {
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if(SpatialEditor::get_singleton()->is_snap_enabled())
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{
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float snap = SpatialEditor::get_singleton()->get_translate_snap();
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inters.snap(snap);
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}
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Vector3 local = gi.xform(inters);
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c->set_point_pos(p_idx,local);
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}
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