Allow using the 3D editor's View menu while previewing a camera
This is already allowed when using cinematic preview, but not when previewing a Camera3D the usual way. Many operations from the View menu still work while previewing a camera, such as switching between debug draw modes and toggling information panes.
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@ -3254,14 +3254,12 @@ void Node3DEditorViewport::_toggle_camera_preview(bool p_activate) {
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if (!preview) {
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if (!preview) {
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preview_camera->hide();
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preview_camera->hide();
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}
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}
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view_menu->set_disabled(false);
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surface->update();
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surface->update();
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} else {
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} else {
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previewing = preview;
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previewing = preview;
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previewing->connect("tree_exiting", callable_mp(this, &Node3DEditorViewport::_preview_exited_scene));
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previewing->connect("tree_exiting", callable_mp(this, &Node3DEditorViewport::_preview_exited_scene));
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RS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), preview->get_camera()); //replace
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RS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), preview->get_camera()); //replace
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view_menu->set_disabled(true);
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surface->update();
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surface->update();
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}
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}
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}
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}
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@ -3508,7 +3506,6 @@ void Node3DEditorViewport::set_state(const Dictionary &p_state) {
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previewing = Object::cast_to<Camera3D>(pv);
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previewing = Object::cast_to<Camera3D>(pv);
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previewing->connect("tree_exiting", callable_mp(this, &Node3DEditorViewport::_preview_exited_scene));
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previewing->connect("tree_exiting", callable_mp(this, &Node3DEditorViewport::_preview_exited_scene));
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RS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), previewing->get_camera()); //replace
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RS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), previewing->get_camera()); //replace
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view_menu->set_disabled(true);
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surface->update();
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surface->update();
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preview_camera->set_pressed(true);
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preview_camera->set_pressed(true);
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preview_camera->show();
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preview_camera->show();
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