Open KoBeWi opened 4 months ago
We should either make all options work with multiple nodes
How can we achieve this, by making multiple MeshInstance3DEditor
and each of them handle one mesh instance or by make the MeshInstance3DEditor
can handle MultiNodeEdit
? Create collosion shape works because it explicitly call editor_selection->get_selected_node_list()
and handles them itself.
For example, I think actions like Create Navigation Mesh
, it can apply to multi mesh concurrently, but the current code doesn't seem to support this, mesh_editor->edit(mi);
just update the current node , and then Create Navigation Mesh
will only apply to the last edit one.
Yeah the editor would need to be reworked to take a list of mesh instances instead of single one.
Tested versions
4.3 7cdad333114e6765351ed0facb48db228ef29b7b
System information
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 31.0.15.4633) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)
Issue description
The Mesh menu when MeshInstance3D is selected: It appears both when single instance is selected and when multiple instances are selected. However only the first option works with multiple instances, others will handle only the first selected node.
We should either make all options work with multiple nodes or disable/hide non-functional ones. After #91620 it's easy to discern when multiple nodes are being edited.
Steps to reproduce
Minimal reproduction project (MRP)
N/A