Merge pull request #54072 from KoBeWi/hrcr_is_ded
This commit is contained in:
commit
a2803f3d86
15 changed files with 42 additions and 50 deletions
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@ -843,7 +843,7 @@ Node3D *EditorSceneFormatImporterFBX::_generate_scene(
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if (state.animation_player == nullptr) {
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print_verbose("Creating animation player");
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state.animation_player = memnew(AnimationPlayer);
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state.root->add_child(state.animation_player);
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state.root->add_child(state.animation_player, true);
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state.animation_player->set_owner(state.root_owner);
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}
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@ -5605,7 +5605,7 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent
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// Bone Attachment - Parent Case
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BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, gltf_node->parent);
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scene_parent->add_child(bone_attachment);
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scene_parent->add_child(bone_attachment, true);
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bone_attachment->set_owner(scene_root);
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// There is no gltf_node that represent this, so just directly create a unique name
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@ -5628,7 +5628,7 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent
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current_node = _generate_spatial(state, scene_parent, node_index);
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}
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scene_parent->add_child(current_node);
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scene_parent->add_child(current_node, true);
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if (current_node != scene_root) {
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current_node->set_owner(scene_root);
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}
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@ -5658,7 +5658,7 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> state, Node *scen
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// Bone Attachment - Direct Parented Skeleton Case
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BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, gltf_node->parent);
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scene_parent->add_child(bone_attachment);
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scene_parent->add_child(bone_attachment, true);
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bone_attachment->set_owner(scene_root);
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// There is no gltf_node that represent this, so just directly create a unique name
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@ -5672,7 +5672,7 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> state, Node *scen
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// Add it to the scene if it has not already been added
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if (skeleton->get_parent() == nullptr) {
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scene_parent->add_child(skeleton);
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scene_parent->add_child(skeleton, true);
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skeleton->set_owner(scene_root);
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}
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}
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@ -5686,7 +5686,7 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> state, Node *scen
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// Bone Attachment - Same Node Case
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BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, node_index);
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scene_parent->add_child(bone_attachment);
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scene_parent->add_child(bone_attachment, true);
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bone_attachment->set_owner(scene_root);
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// There is no gltf_node that represent this, so just directly create a unique name
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@ -5706,7 +5706,7 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> state, Node *scen
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current_node = _generate_light(state, scene_parent, node_index);
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}
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scene_parent->add_child(current_node);
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scene_parent->add_child(current_node, true);
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if (current_node != scene_root) {
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current_node->set_owner(scene_root);
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}
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@ -6220,7 +6220,7 @@ void GLTFDocument::_process_mesh_instances(Ref<GLTFState> state, Node *scene_roo
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ERR_CONTINUE_MSG(skeleton == nullptr, vformat("Unable to find Skeleton for node %d skin %d", node_i, skin_i));
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mi->get_parent()->remove_child(mi);
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skeleton->add_child(mi);
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skeleton->add_child(mi, true);
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mi->set_owner(skeleton->get_owner());
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mi->set_skin(state->skins.write[skin_i]->godot_skin);
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@ -6900,7 +6900,7 @@ Node *GLTFDocument::import_scene_gltf(const String &p_path, uint32_t p_flags, in
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gltf_document->_process_mesh_instances(r_state, root);
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if (r_state->animations.size()) {
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AnimationPlayer *ap = memnew(AnimationPlayer);
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root->add_child(ap);
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root->add_child(ap, true);
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ap->set_owner(root);
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for (int i = 0; i < r_state->animations.size(); i++) {
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gltf_document->_import_animation(r_state, ap, i, p_bake_fps);
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