Compile out editor-only logic within validate_property in games
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@ -111,8 +111,8 @@ void AnimationMixer::_get_property_list(List<PropertyInfo> *p_list) const {
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}
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void AnimationMixer::_validate_property(PropertyInfo &p_property) const {
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#ifdef TOOLS_ENABLED
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if (editing && (p_property.name == "active" || p_property.name == "deterministic" || p_property.name == "root_motion_track")) {
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#ifdef TOOLS_ENABLED // `editing` is surrounded by TOOLS_ENABLED so this should also be.
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if (Engine::get_singleton()->is_editor_hint() && editing && (p_property.name == "active" || p_property.name == "deterministic" || p_property.name == "root_motion_track")) {
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p_property.usage |= PROPERTY_USAGE_READ_ONLY;
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}
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#endif // TOOLS_ENABLED
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