I believe I stated this issue before but ill state it again in case it hasn't been addressed.
I have an undo system built into my game (using ctrl+z, and ctrl+shift+z for redo). The problem I'm running into is how CurvySplines editor seems to work. It appears to register an undoable action when making connections (and possibly elsewhere). The problem is if I accidentally leave keyboard inputs enabled when in play mode, the system will undo things causing strange, unexpected errors within curvy.
It makes sense that ctrl+z would undo an editor action in playmode if I still have the keyboard enabled, but for it to undo a runtime action is very odd to me.
Is it possible to add a check for if its in playmode and just not record undoable inputs if so?
I noticed you have an #if UNITY_EDITOR check, however I believe this only runs when actually compiling the game. I still believe you need to add a Application.IsRunning or something similar.
I have an undo system built into my game (using ctrl+z, and ctrl+shift+z for redo). The problem I'm running into is how CurvySplines editor seems to work. It appears to register an undoable action when making connections (and possibly elsewhere). The problem is if I accidentally leave keyboard inputs enabled when in play mode, the system will undo things causing strange, unexpected errors within curvy.
It makes sense that ctrl+z would undo an editor action in playmode if I still have the keyboard enabled, but for it to undo a runtime action is very odd to me.
Is it possible to add a check for if its in playmode and just not record undoable inputs if so?
I noticed you have an #if UNITY_EDITOR check, however I believe this only runs when actually compiling the game. I still believe you need to add a Application.IsRunning or something similar.