Use initializer list in Arrays
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@ -1656,8 +1656,7 @@ void FBXDocument::_generate_scene_node(Ref<FBXState> p_state, const GLTFNodeInde
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// Add the node we generated and set the owner to the scene root.
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p_scene_parent->add_child(current_node, true);
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if (current_node != p_scene_root) {
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Array args;
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args.append(p_scene_root);
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Array args = { p_scene_root };
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current_node->propagate_call(StringName("set_owner"), args);
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}
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current_node->set_transform(fbx_node->transform);
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@ -1744,8 +1743,7 @@ void FBXDocument::_generate_skeleton_bone_node(Ref<FBXState> p_state, const GLTF
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// Add the node we generated and set the owner to the scene root.
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p_scene_parent->add_child(current_node, true);
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if (current_node != p_scene_root) {
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Array args;
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args.append(p_scene_root);
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Array args = { p_scene_root };
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current_node->propagate_call(StringName("set_owner"), args);
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}
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// Do not set transform here. Transform is already applied to our bone.
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