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author | viksl <33526847+viksl@users.noreply.github.com> | 2024-04-01 15:13:13 +0200 |
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committer | viksl <33526847+viksl@users.noreply.github.com> | 2024-04-01 15:13:13 +0200 |
commit | df71600d2bc37055b7fec7474761a479515e6937 (patch) | |
tree | dc9b0fe5a7c28c0b2ff2d50ef467af5f70561ec0 /editor | |
parent | 29b3d9e9e538f0aa8effc8ad8bf19a2915292a89 (diff) | |
download | redot-engine-df71600d2bc37055b7fec7474761a479515e6937.tar.gz |
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.
Diffstat (limited to 'editor')
-rw-r--r-- | editor/plugins/node_3d_editor_plugin.cpp | 6 |
1 files changed, 1 insertions, 5 deletions
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index 468d7fb051..23442f8567 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -1603,11 +1603,7 @@ void Node3DEditorViewport::input(const Ref<InputEvent> &p_event) { Ref<InputEventMouseMotion> m = p_event; if (m.is_valid()) { - if (_edit.mode == TRANSFORM_ROTATE) { - _edit.mouse_pos = m->get_position(); // rotate should not wrap - } else { - _edit.mouse_pos += _get_warped_mouse_motion(p_event); - } + _edit.mouse_pos += _get_warped_mouse_motion(p_event); update_transform(_get_key_modifier(m) == Key::SHIFT); } } |