Allow manipulating Path3D handles while in select mode#114715
Allow manipulating Path3D handles while in select mode#114715ryevdokimov wants to merge 1 commit intogodotengine:masterfrom
Path3D handles while in select mode#114715Conversation
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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
You can replicate the behavior by keeping the
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. |
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. #102085 will allow I'm not married to this PR, but I wouldn't say that #114849 supersedes it in any way. |
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If there's contention to if this is superseded by #114849, then I'll leave this open |
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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. |
2026-01-07.21-51-04.mp4