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Update GridMap editor grid location when required
The GridMap editor's grid previously did not not move when moving the tile cursor, only on certain menu actions. This commit adds an update_grid call for valid mouse movement in the editor, changes update_grid to only offset if there's a valid cursor, and adds updates for the grid and cursor when a mesh library is changed since we need the new RID for the update_grid check, and if we remove the mesh library we want to make sure it gets recentered. As a nice side-effect, it also updates to the new cursor mesh if you load a new mesh library. Fixes #57068
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@ -704,6 +704,9 @@ EditorPlugin::AfterGUIInput GridMapEditor::forward_spatial_input_event(Camera3D
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Ref<InputEventMouseMotion> mm = p_event;
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if (mm.is_valid()) {
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// Update the grid, to check if the grid needs to be moved to a tile cursor.
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update_grid();
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if (do_input_action(p_camera, mm->get_position(), false)) {
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return EditorPlugin::AFTER_GUI_INPUT_STOP;
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}
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@ -951,7 +954,8 @@ void GridMapEditor::update_grid() {
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grid_ofs[edit_axis] = edit_floor[edit_axis] * node->get_cell_size()[edit_axis];
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edit_grid_xform.origin = grid_ofs;
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// If there's a valid tile cursor, offset the grid, otherwise move it back to the node.
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edit_grid_xform.origin = cursor_instance.is_valid() ? grid_ofs : Vector3();
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edit_grid_xform.basis = Basis();
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for (int i = 0; i < 3; i++) {
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@ -1076,6 +1080,9 @@ void GridMapEditor::_notification(int p_what) {
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Ref<MeshLibrary> cgmt = node->get_mesh_library();
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if (cgmt.operator->() != last_mesh_library) {
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update_palette();
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// Update the cursor and grid in case the library is changed or removed.
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_update_cursor_instance();
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update_grid();
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}
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} break;
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