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Occluder node polygon handles disappear after release click #79939

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elvisish opened this issue Jul 26, 2023 · 2 comments
Closed

Occluder node polygon handles disappear after release click #79939

elvisish opened this issue Jul 26, 2023 · 2 comments

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@elvisish
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Godot version

3.5.2 RC2

System information

Windows 10

Issue description

When clicking/click-dragging points on Occluder node polygons, the points disappear after each click release, a different node must be clicked first and the Occluder node reclicked before they will return.

Steps to reproduce

  • Add an occluder node
  • Add an occluder polygon
  • Click a parent node
  • Click the occluder node
  • Click and drag the polygon points to resize
  • Repeat above steps each time after releasing the click

Minimal reproduction project

N/A only an Occluder node is needed.

2023-07-26.23-20-15.mp4
@lawnjelly
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lawnjelly commented Jul 27, 2023

Confirmed. This seems to be a regression, I haven't changed anything in the Occluders since implementing them so this seems caused by a general editor change. I'll see if I can bisect.

3.5.1 stable (working)
3.5.2 RC1 (broken)
3.5.2 RC2 (broken)

3.5.1-stable...f5f0543

Apologies for the earlier incorrect bisect linking the wrong PR, I'm now fairly confident it is this commit:
5684018

#67947 (@timothyqiu )

"// This ensures that gizmos are cleared when selecting a non-Spatial node." - Could the problem be that this does not account for editing resources? (The OccluderPolyShape is a resource).

Yeah changing to:

bool SpatialEditorPlugin::handles(Object *p_object) const {
	if (p_object->is_class("Spatial") || p_object->is_class("Resource")) {
		return true;
	} else {
		// This ensures that gizmos are cleared when selecting a non-Spatial node.
		const_cast<SpatialEditorPlugin *>(this)->edit((Object *)nullptr);
		return false;
	}
}

fixes it. I'll leave @timothyqiu to make PR though, or I can next week.

@akien-mga
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Fixed by #79947.

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