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author | Pedro J. Estébanez <pedrojrulez@gmail.com> | 2021-02-06 21:14:35 +0100 |
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committer | Pedro J. Estébanez <pedrojrulez@gmail.com> | 2021-02-07 00:50:16 +0100 |
commit | a63996ac95e7ec9e67a3c762633c186dff96b2f2 (patch) | |
tree | 7b12c56de1c59dd9abe8d1d20383b81d5fd17018 /editor/icons/ControlAlignTopWide.svg | |
parent | 89a43d9c2e7f62eef31a32bf2c68f40412c7dd12 (diff) |
Implement pause-aware picking
This changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
Diffstat (limited to 'editor/icons/ControlAlignTopWide.svg')
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