Prevent locked and child nodes of selection groups from being selected in the Game view#113915
Conversation
8664e02 to
c2d578c
Compare
|
This should be an option, not hardcoded behavior. |
|
Is it optional in the editor? If not it should be in both or neither I'd say |
|
@AThousandShips Selection needs work differently from editor to debugging. Wanting to select specific components that would probably be locked/grouped in-editor comes much more often, and having to always use the list mode to select them would create unnecessary attrition. |
…n groups in the Game view
c2d578c to
a92851c
Compare
Not my experience. If I'm using locking or selection groups, it's because these nodes are really in the way of what I want to pick. I added the options. |
|
Thanks! |
| if (Object::cast_to<CanvasItem>(final_node)) { | ||
| CanvasItem *ci_tmp = Object::cast_to<CanvasItem>(final_node); | ||
| order = ci_tmp->get_effective_z_index() + ci_tmp->get_canvas_layer(); | ||
| } else if (Object::cast_to<Node3D>(final_node)) { |
There was a problem hiding this comment.
This broke 3D disabled builds, needs to be in #ifndef _3D_DISABLED checks, will make a fix tomorrow if someone hasn't gotten to it before then
Edit: Will write a fix now, pushing momentarily
This makes selection in the Game view work like in the 2D/3D view, where regular selection skips locked nodes or selects the parent when it's the child of a selection group. Also, like in the main views, these nodes are still included when in list mode with a suffix "(Locked)" or "(Grouped)".