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Make sure to only apply a drag operation to a vertex only once.
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@ -66,6 +66,7 @@ var _mesh_outline_generator
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var _handle_drag_op : bool = false
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var _drag_op_orig_verices : PoolVector3Array = PoolVector3Array()
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var _drag_op_indices : PoolIntArray = PoolIntArray()
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var _editor_plugin : EditorPlugin = null
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var _undo_redo : UndoRedo = null
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@ -89,6 +90,7 @@ func set_handle(index: int, camera: Camera, point: Vector2):
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relative = Vector2()
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_handle_drag_op = true
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_drag_op_orig_verices = copy_mdr_verts_array()
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setup_op_drag_indices()
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if edit_mode == EditMode.EDIT_MODE_NONE:
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return
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@ -555,13 +557,10 @@ func add_to_all_selected(ofs : Vector3) -> void:
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v += ofs
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_handle_points.set(i, v)
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for i in _selected_points:
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var ps : PoolIntArray = _handle_to_vertex_map[i]
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for j in ps:
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var v : Vector3 = _vertices[j]
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v += ofs
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_vertices.set(j, v)
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for indx in _drag_op_indices:
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var v : Vector3 = _vertices[indx]
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v += ofs
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_vertices.set(indx, v)
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func mul_all_selected_with_basis(b : Basis) -> void:
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for i in _selected_points:
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@ -569,13 +568,10 @@ func mul_all_selected_with_basis(b : Basis) -> void:
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v = b * v
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_handle_points.set(i, v)
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for i in _selected_points:
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var ps : PoolIntArray = _handle_to_vertex_map[i]
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for j in ps:
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var v : Vector3 = _vertices[j]
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v = b * v
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_vertices.set(j, v)
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for indx in _drag_op_indices:
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var v : Vector3 = _vertices[indx]
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v = b * v
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_vertices.set(indx, v)
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func set_translate() -> void:
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edit_mode = EditMode.EDIT_MODE_TRANSLATE
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@ -1667,6 +1663,17 @@ func copy_mdr_verts_array() -> PoolVector3Array:
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return ret
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func setup_op_drag_indices() -> void:
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_drag_op_indices.resize(0)
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for sp in _selected_points:
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var pi : PoolIntArray = _handle_to_vertex_map[sp]
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for indx in pi:
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if !pool_int_arr_contains(_drag_op_indices, indx):
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_drag_op_indices.append(indx)
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func select_handle_points(points : PoolVector3Array) -> void:
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_selected_points.resize(0)
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