Merge pull request #102026 from TokageItLab/fix-save-reset
Add saving flag hack to Skeleton and revert reset timing of animation
This commit is contained in:
@ -36,6 +36,10 @@
|
||||
class SpringBoneSimulator3D : public SkeletonModifier3D {
|
||||
GDCLASS(SpringBoneSimulator3D, SkeletonModifier3D);
|
||||
|
||||
#ifdef TOOLS_ENABLED
|
||||
bool saving = false;
|
||||
#endif //TOOLS_ENABLED
|
||||
|
||||
bool joints_dirty = false;
|
||||
|
||||
LocalVector<ObjectID> collisions; // To process collisions for sync position with skeleton.
|
||||
@ -273,6 +277,10 @@ public:
|
||||
|
||||
// To process manually.
|
||||
void reset();
|
||||
|
||||
#ifdef TOOLS_ENABLED
|
||||
virtual bool is_processed_on_saving() const override { return true; }
|
||||
#endif
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(SpringBoneSimulator3D::BoneDirection);
|
||||
|
||||
Reference in New Issue
Block a user