Fixed: Check blockFaceUnderCursor isn't None when drawing selection reticle.
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@ -870,8 +870,6 @@ class SelectionTool(EditorTool):
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GL.glDisable(GL.GL_BLEND)
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GL.glDisable(GL.GL_DEPTH_TEST)
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pos, direction = self.editor.blockFaceUnderCursor
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x, y, z = pos
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selectionColor = map(lambda a: a * a * a * a, self.selectionColor)
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# draw a colored box representing the possible selection
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@ -882,12 +880,14 @@ class SelectionTool(EditorTool):
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if ((self.selectionInProgress or self.clickSelectionInProgress) and otherCorner != None):
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GL.glPolygonOffset(DepthOffset.PotentialSelection, DepthOffset.PotentialSelection)
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box = self.selectionBoxForCorners(otherCorner, pos)
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if self.chunkMode:
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box = box.chunkBox(self.editor.level)
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if pygame.key.get_mods() & pygame.KMOD_ALT:
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selectionColor = [1., 0., 0.]
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self.editor.drawConstructionCube(box, selectionColor + [self.alpha, ])
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pos, direction = self.editor.blockFaceUnderCursor
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if pos is not None:
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box = self.selectionBoxForCorners(otherCorner, pos)
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if self.chunkMode:
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box = box.chunkBox(self.editor.level)
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if pygame.key.get_mods() & pygame.KMOD_ALT:
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selectionColor = [1., 0., 0.]
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self.editor.drawConstructionCube(box, selectionColor + [self.alpha, ])
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else:
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# don't draw anything at the mouse cursor if we're resizing the box
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if self.dragResizeFace is None:
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