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| author | Juan Linietsky | 2014-12-07 02:04:20 -0300 |
|---|---|---|
| committer | Juan Linietsky | 2014-12-07 02:04:20 -0300 |
| commit | c79be979d47daae613d1b1bbc732a30a74f56543 (patch) | |
| tree | 9edaf684a8d3ff47b124d03e04c01f927c197255 /tools/editor/animation_editor.cpp | |
| parent | f7c9a4a0a8ab770dfe565c31c7c47585beb53594 (diff) | |
| download | godot-c79be979d47daae613d1b1bbc732a30a74f56543.tar.gz godot-c79be979d47daae613d1b1bbc732a30a74f56543.tar.zst godot-c79be979d47daae613d1b1bbc732a30a74f56543.zip | |
Batch of Bugfixes
-=-=-=-=-=-=-=-=-
-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914, #859, #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752
Please test!
Diffstat (limited to 'tools/editor/animation_editor.cpp')
| -rw-r--r-- | tools/editor/animation_editor.cpp | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/tools/editor/animation_editor.cpp b/tools/editor/animation_editor.cpp index 0d4f5a7b7..a47e87856 100644 --- a/tools/editor/animation_editor.cpp +++ b/tools/editor/animation_editor.cpp @@ -2513,6 +2513,7 @@ void AnimationKeyEditor::_query_insert(const InsertData& p_id) { if (insert_frame!=OS::get_singleton()->get_frames_drawn()) { + //clear insert list for the frame if frame changed if (insert_confirm->is_visible()) return; //do nothing insert_data.clear(); @@ -2520,6 +2521,12 @@ void AnimationKeyEditor::_query_insert(const InsertData& p_id) { } insert_frame=OS::get_singleton()->get_frames_drawn(); + for (List<InsertData>::Element *E=insert_data.front();E;E=E->next()) { + //prevent insertion of multiple tracks + if (E->get().path==p_id.path) + return; //already inserted a track for this on this frame + } + insert_data.push_back(p_id); if (p_id.track_idx==-1) { |
