Blender's rotation does allow wrapping the original implementation of this behaviour in Godot disabled it, this commit brings it in line with Blender's functionality.
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@ -1603,11 +1603,7 @@ void Node3DEditorViewport::input(const Ref<InputEvent> &p_event) {
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Ref<InputEventMouseMotion> m = p_event;
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if (m.is_valid()) {
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if (_edit.mode == TRANSFORM_ROTATE) {
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_edit.mouse_pos = m->get_position(); // rotate should not wrap
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} else {
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_edit.mouse_pos += _get_warped_mouse_motion(p_event);
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}
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_edit.mouse_pos += _get_warped_mouse_motion(p_event);
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update_transform(_get_key_modifier(m) == Key::SHIFT);
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}
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}
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