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Issue description:
When creating interfaces, it happened to me quite often to create full screen controls and instantiate other elements inside of this full size controls.
This leads to an unexpected behaviour which is that even an empty control by default stops the mouse.
I would expect this behaviour from a solid Control element(buttons, panels, etc) but not from the 'vanilla' Control node.
This behaviour led me to spend quite some time debugging why some gui functionalities were broken, when it was just the control filtering mouse events
Proposal:
All the empty control nodes (so far i can think only of the base control node) should pass mouse events by default.
The text was updated successfully, but these errors were encountered:
Yeah, the problem is that MOUSE_FILTER_STOP is inherited by pretty much every Control-derived node and none of them change this. So this should be changed for each of these nodes individually, unless there's some possibility to change it only for base class.
Godot version:
11d7738
Issue description:
When creating interfaces, it happened to me quite often to create full screen controls and instantiate other elements inside of this full size controls.
This leads to an unexpected behaviour which is that even an empty control by default stops the mouse.
I would expect this behaviour from a solid Control element(buttons, panels, etc) but not from the 'vanilla' Control node.
This behaviour led me to spend quite some time debugging why some gui functionalities were broken, when it was just the control filtering mouse events
Proposal:
All the empty control nodes (so far i can think only of the base control node) should pass mouse events by default.
The text was updated successfully, but these errors were encountered: