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The viewport toolbar's undo/redo buttons were rendered dimmed and the
Edit menu items were no-ops. Hooked them up to the existing command-
based undo system.
- Extract undo_once / redo_once as public functions in renzora_undo so
callers can drive the stack directly without bouncing through the
message bus. Fixes a frame-timing bug where clicks queued in
EguiPrimaryContextPass wrote RequestUndo messages that were rotated
out before handle_undo's iter_current_update_messages could see them.
- Viewport toolbar buttons now render enabled/disabled based on
UndoStacks::can_undo/can_redo and call undo_once/redo_once via
EditorCommands on click.
- Added TitleBarAction::Undo / Redo variants; Edit -> Undo / Redo
buttons now fire them.
- To dispatch undo/redo from renzora_editor_framework without adding a
circular dep on renzora_undo, introduced EditorActionHooks { undo,
redo } in the editor framework. UndoPlugin registers undo_once /
redo_once as hooks on build (init_resource first so plugin ordering
doesn't matter).
- Route Ctrl+Z / Ctrl+Y through KeyBindings::just_pressed(EditorAction::
Undo/Redo) instead of hardcoded KeyCodes. User rebinds in Settings ->
Shortcuts and command palette dispatches both work now.
- Mesh draw spawn is undoable: SpawnDrawnMeshCmd implements UndoCommand.
execute spawns and captures the entity, undo despawns, redo respawns.
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