Fix wrong disconnect in callback in VisibilityNotifier 3D

This commit is contained in:
Александр Растриженков 2019-12-14 18:47:26 +03:00 committed by Rémi Verschelde
parent c0ece451e3
commit d8dbcbe066
2 changed files with 0 additions and 3 deletions

View File

@ -319,8 +319,6 @@ void VisibilityEnabler2D::_node_removed(Node *p_node) {
if (!visible)
_change_node_state(p_node, true);
//changed to one shot, not needed
//p_node->disconnect(SceneStringNames::get_singleton()->exit_scene,this,"_node_removed");
nodes.erase(p_node);
}

View File

@ -240,7 +240,6 @@ void VisibilityEnabler::_node_removed(Node *p_node) {
if (!visible)
_change_node_state(p_node, true);
p_node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, "_node_removed");
nodes.erase(p_node);
}