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Allow manipulating Path3D handles while in select mode#114715

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ryevdokimov wants to merge 1 commit intogodotengine:masterfrom
Open-Industry-Project:path3d-select-tool
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Allow manipulating Path3D handles while in select mode#114715
ryevdokimov wants to merge 1 commit intogodotengine:masterfrom
Open-Industry-Project:path3d-select-tool

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@ryevdokimov
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@ryevdokimov ryevdokimov commented Jan 8, 2026

2026-01-07.21-51-04.mp4

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@TokageItLab TokageItLab left a comment

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I think this is not correct direction for the fix. PathEditor clearly uses a Gizmo that depends on the tool mode, and this PR behavior did not exist in 4.5.

The CollisionPolygon tool has similar behavior with this PR, but since it does not use transform gizmo, the required operation is clearly different from the PathEditor.

The essence of the #114686 issue is that it's difficult to know whether points are selected or not. The correct solution to this problem would be a GUI visual improvement, such as highlighting selected points in yellow.

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The general thought process was that handles for other nodes such as CollisionShape3D, Camera3D, and those found on CSG objects are able to be manipulated while in select mode, so it made sense to me that the handles for Path3D also did something.

this PR behavior did not exist in 4.5.

You can replicate the behavior by keeping the Path3D tool menu option set as Select Control Points or Add Point and then try dragging the point around like in the demo for this PR. So, there is some kind of precedent for it.

GUI visual improvement, such as highlighting selected points in yellow.

I agree that the selection UI could be improved.

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In AddPointMode, it is indeed confirmed that movement is possible. However, this is not an issue with #114686, nor has it occurred as a regression.

In SelectPoint mode, I think it's not good as consistency is lost. If Node3D or Skeleton3D could be moved in SelectMode, I believe consistency would exist there, but that is not the case.

Therefore, I determine that only a visual improvement is necessary here.

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If Node3D or Skeleton3D could be moved in SelectMode, I believe consistency would exist there, but that is not the case.

Part of the intention of the select tool was so that it could interact with subgizmo handles without accidentally interacting with any geometry underneath it. Skeleton3D never had a mechanism where the point itself be interacted with besides selection. Path3D does.

#102085 will allow Path3D handles to snap to collisions which allows for workflows to circumvent the transform gizmo in a more meaningful way.

I'm not married to this PR, but I wouldn't say that #114849 supersedes it in any way.

@Repiteo Repiteo requested review from a team as code owners February 17, 2026 20:09
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Repiteo commented Feb 17, 2026

If there's contention to if this is superseded by #114849, then I'll leave this open

@Repiteo Repiteo reopened this Feb 17, 2026
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TokageItLab commented Feb 18, 2026

This PR can be left open, but I disagree to merge this because the change causes confusion in roles.

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No worries, I'd like to leave it open just to be able to come back to it for other ideas or further discussions.

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