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authorJuan Linietsky <juan@godotengine.org>2020-02-20 18:58:05 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-02-21 14:25:29 +0100
commit3c0059650da3f1feb3c95364d571fe706826dec6 (patch)
treea36ba94f313e2dee88dc2eb253175849fb2d4138 /scene/3d/skeleton.cpp
parent7ac0973e9abb308b91597dd8881aeed62682733c (diff)
Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
Diffstat (limited to 'scene/3d/skeleton.cpp')
-rw-r--r--scene/3d/skeleton.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/scene/3d/skeleton.cpp b/scene/3d/skeleton.cpp
index 660b5bc7da..3ef502cfd3 100644
--- a/scene/3d/skeleton.cpp
+++ b/scene/3d/skeleton.cpp
@@ -774,7 +774,8 @@ void Skeleton::physical_bones_start_simulation_on(const Array &p_bones) {
sim_bones.resize(p_bones.size());
int c = 0;
for (int i = sim_bones.size() - 1; 0 <= i; --i) {
- if (Variant::STRING == p_bones.get(i).get_type()) {
+ Variant::Type type = p_bones.get(i).get_type();
+ if (Variant::STRING == type || Variant::STRING_NAME == type) {
int bone_id = find_bone(p_bones.get(i));
if (bone_id != -1)
sim_bones.write[c++] = bone_id;