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RoadPoint gizmo handles not cleared when RoadNetwork is selected #57
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plugin._on_selection_changed() handles various tasks when the user makes a new selection. This includes, potentially, iterating the list of RoadPoint children in the "RoadNetwork.points" node and updating the visibility of their handles. Pull Request #58 mentioned that it would be better if we didn't explicitly search for the "points" node since there may be more than one. We currently track the last selected RoadPoint. Perhaps, we should simply track the last list of selected items. This would provide a complete list of previous selections to iterate without the need to search for points or traverse all the nodes in the scene. |
AS discussed, there's a chance that Godot 4 may work "differently". Though likely we will need to do this differently anyways, we will hedge our bets and wait until our godot 4 migration in case there is a simpler procedure/approach. |
Calling out this similar sounding bug fixed in yesterday's 3.5.2 release of Godot, not sure if this would actually affect our situation though |
Either way, it's an improvement!
…On 3/7/2023 6:52 AM, Patrick W. Crawford wrote:
Calling out this similar
<godotengine/godot#67947> sounding bug fixed
in yesterday's 3.5.2 release of Godot, not sure if this would actually
affect our situation though
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In some scenarios, a selected RoadPoint's gizmo handles are not cleared when a different object is selected.
Steps to recreate problem:
Need to re-evaluate how selection/deselection is processed. There has been plenty of discussion about Godot selection quirks.
Consider the above limitations when developing a solution for this bug.
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