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-rw-r--r--scene/2d/cpu_particles_2d.cpp4
-rw-r--r--scene/3d/cpu_particles.cpp4
-rw-r--r--scene/3d/soft_body.cpp4
3 files changed, 9 insertions, 3 deletions
diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp
index 07f3e10244..372d8f614b 100644
--- a/scene/2d/cpu_particles_2d.cpp
+++ b/scene/2d/cpu_particles_2d.cpp
@@ -1037,7 +1037,9 @@ void CPUParticles2D::_set_redraw(bool p_redraw) {
VS::get_singleton()->multimesh_set_visible_instances(multimesh, -1);
} else {
- VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
+ if (VS::get_singleton()->is_connected("frame_pre_draw", this, "_update_render_thread")) {
+ VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
+ }
VS::get_singleton()->canvas_item_set_update_when_visible(get_canvas_item(), false);
VS::get_singleton()->multimesh_set_visible_instances(multimesh, 0);
diff --git a/scene/3d/cpu_particles.cpp b/scene/3d/cpu_particles.cpp
index 8766e30d0b..86daabefd2 100644
--- a/scene/3d/cpu_particles.cpp
+++ b/scene/3d/cpu_particles.cpp
@@ -1124,7 +1124,9 @@ void CPUParticles::_set_redraw(bool p_redraw) {
VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, true);
VS::get_singleton()->multimesh_set_visible_instances(multimesh, -1);
} else {
- VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
+ if (VS::get_singleton()->is_connected("frame_pre_draw", this, "_update_render_thread")) {
+ VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
+ }
VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, false);
VS::get_singleton()->multimesh_set_visible_instances(multimesh, 0);
}
diff --git a/scene/3d/soft_body.cpp b/scene/3d/soft_body.cpp
index 6c3949a0a8..9bd89f1121 100644
--- a/scene/3d/soft_body.cpp
+++ b/scene/3d/soft_body.cpp
@@ -460,7 +460,9 @@ void SoftBody::update_physics_server() {
} else {
PhysicsServer::get_singleton()->soft_body_set_mesh(physics_rid, NULL);
- VS::get_singleton()->disconnect("frame_pre_draw", this, "_draw_soft_mesh");
+ if (VS::get_singleton()->is_connected("frame_pre_draw", this, "_draw_soft_mesh")) {
+ VS::get_singleton()->disconnect("frame_pre_draw", this, "_draw_soft_mesh");
+ }
}
}