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Switch to regular shading when manipulating an object with gizmos while layers editing is active
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1 changed files with 1 additions and 1 deletions
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@ -3657,7 +3657,7 @@ void GLCanvas3D::_render_objects() const
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m_volumes.set_clipping_plane(m_camera_clipping_plane.get_data());
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m_volumes.set_clipping_plane(m_camera_clipping_plane.get_data());
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m_shader.start_using();
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m_shader.start_using();
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if (m_picking_enabled && m_layers_editing.is_enabled() && (m_layers_editing.last_object_id != -1) && (m_layers_editing.object_max_z() > 0.0f)) {
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if (m_picking_enabled && !m_gizmos.is_dragging() && m_layers_editing.is_enabled() && (m_layers_editing.last_object_id != -1) && (m_layers_editing.object_max_z() > 0.0f)) {
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int object_id = m_layers_editing.last_object_id;
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int object_id = m_layers_editing.last_object_id;
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m_volumes.render_VBOs(GLVolumeCollection::Opaque, false, m_camera.get_view_matrix(), [object_id](const GLVolume &volume) {
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m_volumes.render_VBOs(GLVolumeCollection::Opaque, false, m_camera.get_view_matrix(), [object_id](const GLVolume &volume) {
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// Which volume to paint without the layer height profile shader?
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// Which volume to paint without the layer height profile shader?
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