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SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
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@@ -974,7 +974,7 @@ void GridMapEditor::update_grid() {
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void GridMapEditor::_notification(int p_what) {
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if (p_what==NOTIFICATION_ENTER_SCENE) {
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if (p_what==NOTIFICATION_ENTER_TREE) {
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theme_pallete->connect("cell_selected", this,"_item_selected_cbk");
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edit_mode->connect("item_selected", this,"_edit_mode_changed");
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@@ -983,16 +983,16 @@ void GridMapEditor::_notification(int p_what) {
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for(int i=0;i<3;i++) {
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grid[i]=VS::get_singleton()->mesh_create();
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grid_instance[i]=VS::get_singleton()->instance_create2(grid[i],get_scene()->get_root()->get_world()->get_scenario());
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grid_instance[i]=VS::get_singleton()->instance_create2(grid[i],get_tree()->get_root()->get_world()->get_scenario());
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}
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selection_instance = VisualServer::get_singleton()->instance_create2(selection_mesh,get_scene()->get_root()->get_world()->get_scenario());
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duplicate_instance = VisualServer::get_singleton()->instance_create2(duplicate_mesh,get_scene()->get_root()->get_world()->get_scenario());
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selection_instance = VisualServer::get_singleton()->instance_create2(selection_mesh,get_tree()->get_root()->get_world()->get_scenario());
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duplicate_instance = VisualServer::get_singleton()->instance_create2(duplicate_mesh,get_tree()->get_root()->get_world()->get_scenario());
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_update_selection_transform();
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_update_duplicate_indicator();
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} else if (p_what==NOTIFICATION_EXIT_SCENE) {
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} else if (p_what==NOTIFICATION_EXIT_TREE) {
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for(int i=0;i<3;i++) {
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@@ -1025,7 +1025,7 @@ void GridMapEditor::_notification(int p_what) {
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if (lock_view) {
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EditorNode*editor = get_scene()->get_root()->get_child(0)->cast_to<EditorNode>();
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EditorNode*editor = get_tree()->get_root()->get_child(0)->cast_to<EditorNode>();
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Plane p;
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p.normal[edit_axis]=1.0;
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@@ -1055,7 +1055,7 @@ void GridMapEditor::_update_cursor_instance() {
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Ref<Mesh> mesh = node->get_theme()->get_item_mesh(selected_pallete);
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if (!mesh.is_null() && mesh->get_rid().is_valid()) {
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cursor_instance=VisualServer::get_singleton()->instance_create2(mesh->get_rid(),get_scene()->get_root()->get_world()->get_scenario());
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cursor_instance=VisualServer::get_singleton()->instance_create2(mesh->get_rid(),get_tree()->get_root()->get_world()->get_scenario());
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VisualServer::get_singleton()->instance_set_transform(cursor_instance,cursor_transform);
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}
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}
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