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Reset selection after appending triangles or quads. Also don't rely on the changed event during these methods.
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@ -575,8 +575,14 @@ func add_triangle_at() -> void:
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#todo
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#todo
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pass
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pass
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elif selection_mode == SelectionMode.SELECTION_MODE_EDGE:
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elif selection_mode == SelectionMode.SELECTION_MODE_EDGE:
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_mdr.disconnect("changed", self, "on_mdr_changed")
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for sp in _selected_points:
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for sp in _selected_points:
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add_triangle_to_edge(sp)
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add_triangle_to_edge(sp)
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_selected_points.resize(0)
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_mdr.connect("changed", self, "on_mdr_changed")
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on_mdr_changed()
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else:
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else:
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add_triangle()
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add_triangle()
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@ -588,8 +594,14 @@ func add_quad_at() -> void:
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#todo
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#todo
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pass
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pass
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elif selection_mode == SelectionMode.SELECTION_MODE_EDGE:
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elif selection_mode == SelectionMode.SELECTION_MODE_EDGE:
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_mdr.disconnect("changed", self, "on_mdr_changed")
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for sp in _selected_points:
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for sp in _selected_points:
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add_quad_to_edge(sp)
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add_quad_to_edge(sp)
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_selected_points.resize(0)
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_mdr.connect("changed", self, "on_mdr_changed")
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on_mdr_changed()
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else:
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else:
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add_triangle()
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add_triangle()
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@ -611,6 +623,7 @@ func create_face():
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return
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return
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if selection_mode == SelectionMode.SELECTION_MODE_VERTEX:
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if selection_mode == SelectionMode.SELECTION_MODE_VERTEX:
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_mdr.disconnect("changed", self, "on_mdr_changed")
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var points : PoolVector3Array = PoolVector3Array()
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var points : PoolVector3Array = PoolVector3Array()
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@ -618,7 +631,10 @@ func create_face():
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points.push_back(_handle_points[sp])
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points.push_back(_handle_points[sp])
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MDRMeshUtils.add_triangulated_mesh_from_points(_mdr, points, _last_known_camera_facing)
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MDRMeshUtils.add_triangulated_mesh_from_points(_mdr, points, _last_known_camera_facing)
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_selected_points.resize(0)
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_mdr.connect("changed", self, "on_mdr_changed")
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on_mdr_changed()
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elif selection_mode == SelectionMode.SELECTION_MODE_EDGE:
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elif selection_mode == SelectionMode.SELECTION_MODE_EDGE:
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pass
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pass
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elif selection_mode == SelectionMode.SELECTION_MODE_FACE:
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elif selection_mode == SelectionMode.SELECTION_MODE_FACE:
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