diff options
-rw-r--r-- | doc/classes/RootMotionView.xml | 12 | ||||
-rw-r--r-- | editor/editor_node.cpp | 2 | ||||
-rw-r--r-- | scene/register_scene_types.cpp | 2 |
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("")"> 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 |