Merge pull request #76592 from spanzeri/fix-skeletons-and-bones

Fix skeleton_3d & physical_bone_3d editor errors
This commit is contained in:
Rémi Verschelde 2023-05-11 11:46:21 +02:00
commit 3fdf555d43
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2 changed files with 6 additions and 7 deletions

View File

@ -96,8 +96,9 @@ void PhysicalBone3DEditorPlugin::make_visible(bool p_visible) {
}
void PhysicalBone3DEditorPlugin::edit(Object *p_node) {
selected = static_cast<PhysicalBone3D *>(p_node); // Trust it
ERR_FAIL_COND(!selected);
physical_bone_editor.set_selected(selected);
PhysicalBone3D *bone = Object::cast_to<PhysicalBone3D>(p_node);
if (bone) {
selected = bone;
physical_bone_editor.set_selected(selected);
}
}

View File

@ -832,8 +832,8 @@ void Skeleton3DEditor::create_editors() {
void Skeleton3DEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
create_editors();
update_joint_tree();
update_editors();
joint_tree->connect("item_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_selection_changed));
joint_tree->connect("item_mouse_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_rmb_select));
@ -946,8 +946,6 @@ void fragment() {
handles_mesh_instance->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF);
handles_mesh.instantiate();
handles_mesh_instance->set_mesh(handles_mesh);
create_editors();
}
void Skeleton3DEditor::update_bone_original() {