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https://github.com/Relintai/pandemonium_engine.git
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Renamed Skeleton's skeleton_updated signal to pose_updated to make the following backports that much easier.
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@ -816,7 +816,7 @@ void ModuleSkeletonEditor::create_editors() {
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if (skeleton) {
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skeleton->add_child(pointsm);
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pointsm->set_skeleton_path(NodePath(""));
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skeleton->connect("skeleton_updated", this, "_draw_handles");
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skeleton->connect("pose_updated", this, "_draw_handles");
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}
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const Color section_color = get_color("prop_subsection", "Editor");
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@ -881,7 +881,7 @@ void ModuleSkeletonEditor::_notification(int p_what) {
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joint_tree->connect("item_rmb_selected", this, "_joint_tree_rmb_select");
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#ifdef TOOLS_ENABLED
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skeleton->connect("skeleton_updated", this, "_update_properties");
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skeleton->connect("pose_updated", this, "_update_properties");
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#endif // TOOLS_ENABLED
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break;
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@ -1037,7 +1037,7 @@ ModuleSkeletonEditor::~ModuleSkeletonEditor() {
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if (skeleton) {
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pointsm->get_parent()->remove_child(pointsm);
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skeleton->set_selected_bone(-1);
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skeleton->disconnect("skeleton_updated", this, "_draw_handles");
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skeleton->disconnect("pose_updated", this, "_draw_handles");
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memdelete(pointsm);
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}
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for (int i = 0; i < 2; i++) {
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@ -122,7 +122,7 @@ void MeshInstance::set_mesh(const Ref<Mesh> &p_mesh) {
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if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled() && is_visible_in_tree()) {
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ERR_FAIL_COND(!skin_ref->get_skeleton_node());
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skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
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skin_ref->get_skeleton_node()->disconnect("pose_updated", this, "_update_skinning");
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}
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if (software_skinning) {
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@ -174,7 +174,7 @@ void MeshInstance::_resolve_skeleton_path() {
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if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled() && is_visible_in_tree()) {
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ERR_FAIL_COND(!skin_ref->get_skeleton_node());
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skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
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skin_ref->get_skeleton_node()->disconnect("pose_updated", this, "_update_skinning");
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}
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skin_ref = new_skin_reference;
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@ -219,8 +219,8 @@ void MeshInstance::_initialize_skinning(bool p_force_reset, bool p_call_attach_s
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if (_is_software_skinning_enabled()) {
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if (is_visible_in_tree()) {
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ERR_FAIL_COND(!skin_ref->get_skeleton_node());
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if (!skin_ref->get_skeleton_node()->is_connected("skeleton_updated", this, "_update_skinning")) {
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skin_ref->get_skeleton_node()->connect("skeleton_updated", this, "_update_skinning");
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if (!skin_ref->get_skeleton_node()->is_connected("pose_updated", this, "_update_skinning")) {
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skin_ref->get_skeleton_node()->connect("pose_updated", this, "_update_skinning");
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}
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}
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@ -332,8 +332,8 @@ void MeshInstance::_initialize_skinning(bool p_force_reset, bool p_call_attach_s
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}
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} else {
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ERR_FAIL_COND(!skin_ref->get_skeleton_node());
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if (skin_ref->get_skeleton_node()->is_connected("skeleton_updated", this, "_update_skinning")) {
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skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
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if (skin_ref->get_skeleton_node()->is_connected("pose_updated", this, "_update_skinning")) {
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skin_ref->get_skeleton_node()->disconnect("pose_updated", this, "_update_skinning");
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}
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if (p_call_attach_skeleton) {
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@ -671,9 +671,9 @@ void MeshInstance::_notification(int p_what) {
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if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled()) {
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ERR_FAIL_COND(!skin_ref->get_skeleton_node());
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if (is_visible_in_tree()) {
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skin_ref->get_skeleton_node()->connect("skeleton_updated", this, "_update_skinning");
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skin_ref->get_skeleton_node()->connect("pose_updated", this, "_update_skinning");
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} else {
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skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
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skin_ref->get_skeleton_node()->disconnect("pose_updated", this, "_update_skinning");
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}
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}
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}
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@ -347,7 +347,7 @@ void Skeleton::_notification(int p_what) {
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}
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dirty = false;
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emit_signal("skeleton_updated");
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emit_signal("pose_updated");
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} break;
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#ifndef _3D_DISABLED
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@ -1047,7 +1047,7 @@ void Skeleton::_bind_methods() {
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#endif // _3D_DISABLED
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ADD_SIGNAL(MethodInfo("skeleton_updated"));
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ADD_SIGNAL(MethodInfo("pose_updated"));
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BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
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