diff options
author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-11-03 17:31:48 +0100 |
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committer | GitHub <noreply@github.com> | 2021-11-03 17:31:48 +0100 |
commit | a2803f3d869d92666e59b5750ec65af54c7ac805 (patch) | |
tree | de31d4ef943e5aca7f40fc6a9ad898f23ba17405 /modules | |
parent | 25bea735449d4e762e3c5f6b960d5f5b9cf79ac1 (diff) | |
parent | de4f29f458fd07d9fb132e38662359e2850c566c (diff) |
Merge pull request #54072 from KoBeWi/hrcr_is_ded
Diffstat (limited to 'modules')
-rw-r--r-- | modules/fbx/editor_scene_importer_fbx.cpp | 2 | ||||
-rw-r--r-- | modules/gltf/gltf_document.cpp | 16 |
2 files changed, 9 insertions, 9 deletions
diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp index 9bdeafbf91..b11c145599 100644 --- a/modules/fbx/editor_scene_importer_fbx.cpp +++ b/modules/fbx/editor_scene_importer_fbx.cpp @@ -843,7 +843,7 @@ Node3D *EditorSceneFormatImporterFBX::_generate_scene( if (state.animation_player == nullptr) { print_verbose("Creating animation player"); state.animation_player = memnew(AnimationPlayer); - state.root->add_child(state.animation_player); + state.root->add_child(state.animation_player, true); state.animation_player->set_owner(state.root_owner); } diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp index a5e56640ed..ced80e26b5 100644 --- a/modules/gltf/gltf_document.cpp +++ b/modules/gltf/gltf_document.cpp @@ -5605,7 +5605,7 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent // Bone Attachment - Parent Case BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, gltf_node->parent); - scene_parent->add_child(bone_attachment); + scene_parent->add_child(bone_attachment, true); bone_attachment->set_owner(scene_root); // There is no gltf_node that represent this, so just directly create a unique name @@ -5628,7 +5628,7 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent current_node = _generate_spatial(state, scene_parent, node_index); } - scene_parent->add_child(current_node); + scene_parent->add_child(current_node, true); if (current_node != scene_root) { current_node->set_owner(scene_root); } @@ -5658,7 +5658,7 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> state, Node *scen // Bone Attachment - Direct Parented Skeleton Case BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, gltf_node->parent); - scene_parent->add_child(bone_attachment); + scene_parent->add_child(bone_attachment, true); bone_attachment->set_owner(scene_root); // There is no gltf_node that represent this, so just directly create a unique name @@ -5672,7 +5672,7 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> state, Node *scen // Add it to the scene if it has not already been added if (skeleton->get_parent() == nullptr) { - scene_parent->add_child(skeleton); + scene_parent->add_child(skeleton, true); skeleton->set_owner(scene_root); } } @@ -5686,7 +5686,7 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> state, Node *scen // Bone Attachment - Same Node Case BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, node_index); - scene_parent->add_child(bone_attachment); + scene_parent->add_child(bone_attachment, true); bone_attachment->set_owner(scene_root); // There is no gltf_node that represent this, so just directly create a unique name @@ -5706,7 +5706,7 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> state, Node *scen current_node = _generate_light(state, scene_parent, node_index); } - scene_parent->add_child(current_node); + scene_parent->add_child(current_node, true); if (current_node != scene_root) { current_node->set_owner(scene_root); } @@ -6220,7 +6220,7 @@ void GLTFDocument::_process_mesh_instances(Ref<GLTFState> state, Node *scene_roo ERR_CONTINUE_MSG(skeleton == nullptr, vformat("Unable to find Skeleton for node %d skin %d", node_i, skin_i)); mi->get_parent()->remove_child(mi); - skeleton->add_child(mi); + skeleton->add_child(mi, true); mi->set_owner(skeleton->get_owner()); mi->set_skin(state->skins.write[skin_i]->godot_skin); @@ -6900,7 +6900,7 @@ Node *GLTFDocument::import_scene_gltf(const String &p_path, uint32_t p_flags, in gltf_document->_process_mesh_instances(r_state, root); if (r_state->animations.size()) { AnimationPlayer *ap = memnew(AnimationPlayer); - root->add_child(ap); + root->add_child(ap, true); ap->set_owner(root); for (int i = 0; i < r_state->animations.size(); i++) { gltf_document->_import_animation(r_state, ap, i, p_bake_fps); |