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Discern between virtual and abstract class bindings
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract". * Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions. * Converted a large amount of classes from "abstract" to "virtual" where it makes sense. Most classes that make sense have been converted. Missing: * Physics servers * VideoStream * Script* classes. which will go in a separate PR due to the complexity involved.
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@@ -105,9 +105,9 @@ void MultiMeshEditor::_populate() {
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return;
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}
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GeometryInstance3D *ss_instance = Object::cast_to<MeshInstance3D>(ss_node);
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MeshInstance3D *ss_instance = Object::cast_to<MeshInstance3D>(ss_node);
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if (!ss_instance) {
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if (!ss_instance || !ss_instance->get_mesh().is_valid()) {
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err_dialog->set_text(TTR("Surface source is invalid (no geometry)."));
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err_dialog->popup_centered();
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return;
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@@ -115,7 +115,7 @@ void MultiMeshEditor::_populate() {
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Transform3D geom_xform = node->get_global_transform().affine_inverse() * ss_instance->get_global_transform();
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Vector<Face3> geometry = ss_instance->get_faces(VisualInstance3D::FACES_SOLID);
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Vector<Face3> geometry = ss_instance->get_mesh()->get_faces();
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if (geometry.size() == 0) {
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err_dialog->set_text(TTR("Surface source is invalid (no faces)."));
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