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-rw-r--r--doc/classes/RootMotionView.xml12
-rw-r--r--editor/editor_node.cpp2
-rw-r--r--scene/register_scene_types.cpp2
3 files changed, 6 insertions, 10 deletions
diff --git a/doc/classes/RootMotionView.xml b/doc/classes/RootMotionView.xml
index 88b8f2cd03..3f3b00e2cb 100644
--- a/doc/classes/RootMotionView.xml
+++ b/doc/classes/RootMotionView.xml
@@ -5,25 +5,25 @@
</brief_description>
<description>
[i]Root motion[/i] refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also [AnimationTree].
- [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of [code]extends RootMotionView[/code]. Additionally, it must not be a [code]@tool[/code] script.
+ [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project.
</description>
<tutorials>
<link title="Using AnimationTree - Root motion">$DOCS_URL/tutorials/animation/animation_tree.html#root-motion</link>
</tutorials>
<members>
- <member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path">
+ <member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path" default="NodePath(&quot;&quot;)">
Path to an [AnimationTree] node to use as a basis for root motion.
</member>
- <member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size">
+ <member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size" default="1.0">
The grid's cell size in 3D units.
</member>
- <member name="color" type="Color" setter="set_color" getter="get_color">
+ <member name="color" type="Color" setter="set_color" getter="get_color" default="Color(0.5, 0.5, 1, 1)">
The grid's color.
</member>
- <member name="radius" type="float" setter="set_radius" getter="get_radius">
+ <member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0">
The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this [member radius] is reached.
</member>
- <member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y">
+ <member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y" default="true">
If [code]true[/code], the grid's points will all be on the same Y coordinate ([i]local[/i] Y = 0). If [code]false[/code], the points' original Y coordinate is preserved.
</member>
</members>
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index ce885032a3..5e00304122 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -6157,8 +6157,6 @@ EditorNode::EditorNode() {
register_exporters();
- ClassDB::set_class_enabled("RootMotionView", true);
-
EDITOR_DEF("interface/editor/save_on_focus_loss", false);
EDITOR_DEF("interface/editor/show_update_spinner", false);
EDITOR_DEF("interface/editor/update_continuously", false);
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index 0878a9f78f..d7fcd500b2 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -523,9 +523,7 @@ void register_scene_types() {
GDREGISTER_CLASS(GPUParticlesAttractorVectorField3D);
GDREGISTER_CLASS(CPUParticles3D);
GDREGISTER_CLASS(Position3D);
-
GDREGISTER_CLASS(RootMotionView);
- ClassDB::set_class_enabled("RootMotionView", false); // disabled by default, enabled by editor
OS::get_singleton()->yield(); // may take time to init