Browse Source

Merge create_physical_skeleton undo entries.

Pressing `ctrl+z` after clicking "Create Physical Skeleton" will now
undo the creation of all physical bones by that operation.

Previously undo would remove one bone at a time.

Fixes https://github.com/godotengine/godot/issues/55351.

(cherry picked from commit c9cce53983fcf5f00d780d1ec08d0f82f34bf49e)
Ryan Roden-Corrent 3 years ago
parent
commit
0a77d2d850
1 changed files with 1 additions and 1 deletions
  1. 1 1
      editor/plugins/skeleton_editor_plugin.cpp

+ 1 - 1
editor/plugins/skeleton_editor_plugin.cpp

@@ -77,7 +77,7 @@ void SkeletonEditor::create_physical_skeleton() {
 			if (!bones_infos[parent].physical_bone) {
 			if (!bones_infos[parent].physical_bone) {
 				bones_infos.write[parent].physical_bone = create_physical_bone(parent, bone_id, bones_infos);
 				bones_infos.write[parent].physical_bone = create_physical_bone(parent, bone_id, bones_infos);
 
 
-				ur->create_action(TTR("Create physical bones"));
+				ur->create_action(TTR("Create physical bones"), UndoRedo::MERGE_ALL);
 				ur->add_do_method(skeleton, "add_child", bones_infos[parent].physical_bone);
 				ur->add_do_method(skeleton, "add_child", bones_infos[parent].physical_bone);
 				ur->add_do_reference(bones_infos[parent].physical_bone);
 				ur->add_do_reference(bones_infos[parent].physical_bone);
 				ur->add_undo_method(skeleton, "remove_child", bones_infos[parent].physical_bone);
 				ur->add_undo_method(skeleton, "remove_child", bones_infos[parent].physical_bone);