1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-12 13:20:55 +00:00

Fix AnimationTree editor messing up parameters when nested

Fixes #29436
This commit is contained in:
Bojidar Marinov
2019-07-11 21:18:53 +03:00
parent 3bfffcc568
commit 6d92750cf7
2 changed files with 4 additions and 5 deletions

View File

@@ -878,9 +878,7 @@ void AnimationNodeBlendTreeEditor::edit(const Ref<AnimationNode> &p_node) {
blend_tree->disconnect("removed_from_graph", this, "_removed_from_graph"); blend_tree->disconnect("removed_from_graph", this, "_removed_from_graph");
} }
if (p_node.is_valid()) { blend_tree = p_node;
blend_tree = p_node;
}
if (blend_tree.is_null()) { if (blend_tree.is_null()) {
hide(); hide();

View File

@@ -115,6 +115,8 @@ void AnimationTreeEditor::edit_path(const Vector<String> &p_path) {
button_path.push_back(p_path[i]); button_path.push_back(p_path[i]);
} }
edited_path = button_path;
for (int i = 0; i < editors.size(); i++) { for (int i = 0; i < editors.size(); i++) {
if (editors[i]->can_edit(node)) { if (editors[i]->can_edit(node)) {
editors[i]->edit(node); editors[i]->edit(node);
@@ -126,10 +128,9 @@ void AnimationTreeEditor::edit_path(const Vector<String> &p_path) {
} }
} else { } else {
current_root = 0; current_root = 0;
edited_path = button_path;
} }
edited_path = button_path;
_update_path(); _update_path();
} }