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authorviksl <33526847+viksl@users.noreply.github.com>2024-04-01 15:13:13 +0200
committerviksl <33526847+viksl@users.noreply.github.com>2024-04-01 15:13:13 +0200
commitdf71600d2bc37055b7fec7474761a479515e6937 (patch)
treedc9b0fe5a7c28c0b2ff2d50ef467af5f70561ec0 /editor
parent29b3d9e9e538f0aa8effc8ad8bf19a2915292a89 (diff)
downloadredot-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.cpp6
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);
}
}