 
 void SteppedObjectManipulation(int key)
 {
-    if (editNode is null)
+    if (selectedNodes.empty)
         return;
 
     // Do not react in non-snapped mode, because that is handled in frame update

                pos.z += adjust.z * moveStep;
                pos.z = Floor(pos.z / moveStep + 0.5) * moveStep;
            }
            editNode.position = pos;
        }
        break;

    case OBJ_ROTATE:
        {
            Vector3 rot = editNode.rotation.eulerAngles;
            if (adjust.z != 0)
            {
                rot.x += adjust.z * rotateStep;

            case OBJ_MOVE:
                if (!moveSnap)
                {
                    for (uint i = 0; i < selectedNodes.length; ++i)
                    {
                        Node@ node = selectedNodes[i];
                        Vector3 nodeAdjust = adjust;
                        if (axisMode == AXIS_LOCAL)
                            nodeAdjust = node.rotation * nodeAdjust;
                        node.position = node.position + nodeAdjust * moveStep;
                    }
                    changed = true;
                }
                break;
