#UndoRedo
Even did implemting UndoRedo to rearrange under a minute

#gamedev #indiedev #godot #godotengine
February 9, 2025 at 2:00 PM
It's almost close to finish up my tool but is there any way to merge two of UndoRedo history???

#godot #godotengine
December 28, 2025 at 1:44 AM
Also what is an undoredo Interface?
January 4, 2025 at 7:37 AM
Tiptap, BlockNote, ProseMirror, and CodeMirror are supported at launch, and more may come later.

Each editor just needs a simple extension to add collaboration, like Tiptap below, and you can even render multiple documents in the same room.
September 4, 2026 at 3:08 PM
Like with many things, what you need to become familiar with is not so much intricacies of C++, but the Godot API, and how things are structured and implemented usually.

For example this one is trivial to review once you know about Editor UndoRedo usage: github.com/godotengine/...
Make possible to undo rotation of selected `GridMap` cells. by YeldhamDev · Pull Request #116565 · godotengine/godot
Currently, rotating selected cells in a GridMap doesn't create an action, and therefore can't be undone. This PR modifies that.
github.com
February 21, 2026 at 6:40 AM
Implementing an Undo/Redo System in a Complex Visual Application, by @mlacast.bsky.social:

https://mlacast.com/projects/undo-redo

#programming #undoredo
mlacast
Howdy! I'm mlacast, co-founder and lead developer at Alkemion, and welcome to my little corner of the Internet!
mlacast.com
July 16, 2025 at 1:30 PM
Okay, I can able wrap it up for alpha version of DreamRigger, soon.

Recording animation with UndoRedo works pretty well, even it automatically creates track too with specialized for hand-drawn keyframe friendly configuration.

Track's interpolation mode is capture on created.

#godot #godotengine
January 5, 2026 at 4:44 PM
⚠️ Breaking changes:
– New packages for Lists, Tables, Text Styles
– UndoRedo renamed
– No more UMD builds (ESM/CJS only)
– considerAnyAsEmpty removed
– Requires @floating-ui/dom@^1.6.0
July 15, 2025 at 1:26 PM
あーでも、UndoRedoとか動作がおかしくなっていっているのを直す気ないんだなとはずっと思っていたな。Wordですら会社で使っててどうにかならんのかこれとはよく思うけど
May 10, 2026 at 6:41 AM
Like — UndoRedo, should one keep a separate history for every component of an app (for a code editor it'd be each file separately), or should Ctrl+Z undo events App-wise, as if you were literally going back in time?
May 27, 2025 at 2:22 AM
遅筆なのに慎重で精密な絵が描けるわけでも無い
マジでただグズなだけ
判断が遅いのかUndoRedoが多すぎるだけか
そのどちらもか
絵が上手くなりたい以前に描くのが早くなりたい
March 23, 2026 at 2:19 PM
Kinda like the UndoRedo class ?
February 26, 2026 at 11:25 PM
Nevermind, I figured out, I should pass context object to UndoRedo

#godot #godotengine
February 18, 2025 at 4:10 AM
If you ever want to treat your editing like #git branches @coridrew, they got you covered :-) http://pragmaticemacs.com/emacs/advanced-undoredo-with-undo-tree/
Advanced undo/redo with undo-tree
pragmaticemacs.com
November 16, 2024 at 6:28 AM
Show HN: Rust library for Undo/Redo using deltas, snapshots or commands
Discussion | hackernews | Author: mikolajw
Show HN: Rust library for Undo/Redo using deltas, snapshots or commands
Undo-redo in Rust using deltas, snapshots or commands with convenience implementations for many standard and third-party types. - mikwielgus/undoredo
github.com
May 2, 2026 at 9:01 PM
react-konvaでお絵かきアプリをつくる #React – Qiita

react-konvaを利用して、以下機能を持ったお絵かきアプリを作っていく。 ペンツール(色の選択が可能)で線が描ける 進む戻る(UndoRedo)機能が使える 円ツールで円が描ける 背景画像付き gitにソースコード全量あげたのでこちらも参考に。react-konvaデモ(GitHub) 今回はReact19・TypeScriptを利用している "react": "19.1.0", "typescript": "^4.9.5", "konva": "9.3.20", "react-konva":…
react-konvaでお絵かきアプリをつくる #React – Qiita
react-konvaを利用して、以下機能を持ったお絵かきアプリを作っていく。 ペンツール(色の選択が可能)で線が描ける 進む戻る(UndoRedo)機能が使える 円ツールで円が描ける 背景画像付き gitにソースコード全量あげたのでこちらも参考に。react-konvaデモ(GitHub) 今回はReact19・TypeScriptを利用している "react": "19.1.0", "typescript": "^4.9.5", "konva": "9.3.20", "react-konva": "^19.0.4", Konva・react-konvaのインストール npm install react-konva konva --save ■ react-konvaとは KonvaをReactで使いやすくしたKonva公式のライブラリ。HTML5canvasをReactコンポーネントとして扱えるツールで、図形を操作したり、アニメーションをつけたりできる ■ 基本構造(Stage、Layer、Line) simple.tsx Stage // 大きさ定義ないと動かない width={300} height={300} > Layer> Line points={} stroke="red" /> Layer> Stage> Stage キャンバスの土台みたいなもの。このStage上でないとkonvaは動かない Layer レイヤー層。レイヤーを分けると不要なレンダリングを防げたりする(背景画像とペンツール描画部分を分けたり)ただやみくもに増やせばいいものではなく、最大3-5個程度らしい参考 Line といった1つの配列の値を繋いで線を描いている。x,yのセットで1つの配列の中に順に詰めていくようになっており、実際は大量の値を繋いで滑らかにみえるようになる ■ 基本イベント(Mouse系) onMouseMove (onTouchMove) マウスの移動をキャッチするイベント。これでマウスに沿って線を書ける。ipad対応する場合はonTouchMoveを利用することで対応できる。 onMouseMove.tsx // 例えば左上(1,1)からスタート const = useStatenumber[]>(); // マウスを動きに沿って現在地をセット const handleMouseMove = (e) => { const point = e.target.getStage().getPointerPosition(); setLine([...line, point.x, point.y]); }; return ( Stage width={500} height={500} onMouseMove={handleMouseMove} onTouchMove={handleMouseMove}> Layer> Line points={line} stroke="black" /> Layer> Stage> ); …
inmobilexion.com
May 26, 2025 at 6:47 PM
UndoRedoManager add and remove nodes for plugin
renevanderark: > will the reference to this orphaned node then be cleaned up by the undo_redo_manager later? That’s what the `add_do_reference()` does when erasing the history as far as I can tell from the code. This add it to a list of references to delete: github.com/godotengine/godot #### core/object/undo_redo.cpp `be3ecaeb3` 241. void UndoRedo::add_do_reference(Object *p_object) { 242. ERR_FAIL_NULL(p_object); 243. ERR_FAIL_COND(action_level <= 0); 244. ERR_FAIL_COND((current_action + 1) >= actions.size()); 245. Operation do_op; 246. do_op.object = p_object->get_instance_id(); 247. if (Object::cast_to<RefCounted>(p_object)) { 248. do_op.ref = Ref<RefCounted>(Object::cast_to<RefCounted>(p_object)); 249. } 250. 251. do_op.type = Operation::TYPE_REFERENCE; 252. actions.write[current_action + 1].do_ops.push_back(do_op); 253. } And here deletes them when the action can be re-done: github.com/godotengine/godot #### core/object/undo_redo.cpp `be3ecaeb3` 51. void UndoRedo::discard_redo() { 52. if (current_action == actions.size() - 1) { 53. return; 54. } 55. 56. for (int i = current_action + 1; i < actions.size(); i++) { 57. for (Operation &E : actions.write[i].do_ops) { 58. E.delete_reference(); 59. } 60. //ERASE do data 61. } 62. 63. actions.resize(current_action + 1); 64. }
forum.godotengine.org
May 20, 2025 at 2:57 PM
GraphEdit nodes deletion error
I had a sleep and got an idea how to solve this problem. And it kinda worked. I noticed that there is no problem with removing nodes from grid when they were created. As I use same function in loading and creating nodes anew, there is some differences. How I see this situation: 1. I am creating my node from template and initializing it with data 2. If this node is new, I am using UndoRedo and action `do_method` not called. But node is adding to canvas when `node.tree_entered` invoked and all is going good. 3. If this is loading case, I just called `add_child(node)` and something gone wrong when I tried to delete it. Problem was resolved when I changed immediate `add_child` call with `call_deferred` func create_node(node_data: GraphNodeData, first_load: bool = false) -> GraphDataNode: var node: GraphDataNode = node_template.instantiate() var node_name = str(node_data.node_id) node.initialize(node_name, node_data, undo_redo) if not first_load: undo_redo.create_action("Create Node") undo_redo.add_do_method(add_child.bind(node)) undo_redo.add_undo_method(remove_child.bind(node)) undo_redo.commit_action() node.selected = true else: call_deferred("add_child", node) node.tree_entered.connect(_on_node_entered_tree.bind(node)) return node I am still curious about how this works and why after 1-frame-delay I don’t have any problems with signals disconnection. But my initial problem is solved
forum.godotengine.org
March 18, 2025 at 7:27 AM
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zurl.co
April 11, 2025 at 4:14 AM
Godotエディタで3Dマップの「ペイント」アドオンをすぐ作れるようになっておきたいところ
去年ぐらいに一度なにかで作ったけど、あんまり細かくおぼえていないな
たしかカメラからプロジェクションとってレイ飛ばして当てて判定するから対象にコリジョンつけないとだめなんよね
UndoRedoもつけないとつらいので必要だな〜
February 27, 2025 at 3:40 PM
📢 Harrison Ford and his wife Calista Flockhart are reportedly living separately.
UndoRedo|
T
Hollywood power couple ‘living apart’
www.nzherald.co.nz
March 4, 2025 at 8:02 PM
↩️ Mistakes happen! Think Crew 2.0 now offers undo/redo across the ENTIRE site. Work confidently, nothing is permanent. #ThinkCrew2 #UndoRedo
May 15, 2025 at 2:43 PM