From 5d7da079ccde21bf71a8a05e1b434551e6e8b38f Mon Sep 17 00:00:00 2001 From: Emmanouil Papadeas Date: Tue, 14 Nov 2023 03:27:05 +0200 Subject: [PATCH] Fix shader-based rotation not working --- src/UI/Dialogs/ImageEffects/RotateImage.gd | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/UI/Dialogs/ImageEffects/RotateImage.gd b/src/UI/Dialogs/ImageEffects/RotateImage.gd index 093f71f6b..741639d3f 100644 --- a/src/UI/Dialogs/ImageEffects/RotateImage.gd +++ b/src/UI/Dialogs/ImageEffects/RotateImage.gd @@ -139,10 +139,10 @@ func commit_action(cel: Image, _project := Global.current_project) -> void: URD: DrawingAlgos.fake_rotsprite(image, angle, pivot) - if _project.has_selection and selection_checkbox.button_pressed and !_type_is_shader(): - cel.blend_rect(image, Rect2i(Vector2i.ZERO, image.get_size()), Vector2i.ZERO) - else: - cel.blit_rect(image, Rect2i(Vector2i.ZERO, image.get_size()), Vector2i.ZERO) + if _project.has_selection and selection_checkbox.button_pressed: + cel.blend_rect(image, Rect2i(Vector2i.ZERO, image.get_size()), Vector2i.ZERO) + else: + cel.blit_rect(image, Rect2i(Vector2i.ZERO, image.get_size()), Vector2i.ZERO) func _type_is_shader() -> bool: