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Expose EditorNode3DGizmo::is_selected - #118790

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Repiteo merged 1 commit into
godotengine:masterfrom
Withaust:master
Jun 19, 2026
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Expose EditorNode3DGizmo::is_selected#118790
Repiteo merged 1 commit into
godotengine:masterfrom
Withaust:master

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@Withaust

@Withaust Withaust commented Apr 20, 2026

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When working with custom editor gizmos it is really useful to know when a gizmo is selected to do custom visualization logic based on that.

All of the editor code already uses this method to do custom logic in their respective EditorNode3DGizmoPlugin's since its public and is exposed on the inner C++ side.

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Makes sense to me.

@ryevdokimov ryevdokimov modified the milestones: 4.x, 4.8 Apr 21, 2026
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Repiteo merged commit 5849609 into godotengine:master Jun 19, 2026
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Repiteo commented Jun 19, 2026

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Thanks!

BendyLand pushed a commit to BendyLand/voltaire that referenced this pull request Aug 2, 2026
Expose `EditorNode3DGizmo::is_selected`
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5 participants