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Mesh data editor's vertex translation should work properly with any rotation of the editor's camera.
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@ -40,13 +40,13 @@ func set_handle(index: int, camera: Camera, point: Vector2):
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var v : Vector3 = vertices[i]
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if (axis_constraint & AxisConstraint.X) != 0:
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v.x += relative.x * -0.001
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v.x += relative.x * 0.001 * sign(camera.get_global_transform().basis.z.z)
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if (axis_constraint & AxisConstraint.Y) != 0:
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v.y += relative.y * 0.001
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v.y += relative.y * -0.001
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if (axis_constraint & AxisConstraint.Z) != 0:
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v.z += relative.x * 0.001
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v.z += relative.x * 0.001 * -sign(camera.get_global_transform().basis.z.x)
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vertices.set(i, v)
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