forked from sascha/godot
This adds a new project setting (`physics/common/enable_pause_aware_picking`). It's disabled by default. When enabled, it 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). |
||
|---|---|---|
| .. | ||
| SCsub | ||
| canvas_layer.cpp | ||
| canvas_layer.h | ||
| http_request.cpp | ||
| http_request.h | ||
| instance_placeholder.cpp | ||
| instance_placeholder.h | ||
| node.cpp | ||
| node.h | ||
| resource_preloader.cpp | ||
| resource_preloader.h | ||
| scene_tree.cpp | ||
| scene_tree.h | ||
| timer.cpp | ||
| timer.h | ||
| viewport.cpp | ||
| viewport.h | ||