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Rework migration of animate_physical_bones to compatibility

This commit is contained in:
Silc Lizard (Tokage) Renew
2024-06-23 16:05:04 +09:00
parent 6b281c0c07
commit 793f3832e5
5 changed files with 14 additions and 9 deletions

View File

@@ -1140,7 +1140,8 @@ void Skeleton3D::set_animate_physical_bones(bool p_enabled) {
if (!sim) {
return;
}
sim->set_active(p_enabled);
animate_physical_bones = p_enabled;
sim->set_active(animate_physical_bones || sim->is_simulating_physics());
}
bool Skeleton3D::get_animate_physical_bones() const {
@@ -1148,7 +1149,7 @@ bool Skeleton3D::get_animate_physical_bones() const {
if (!sim) {
return false;
}
return sim->is_active();
return animate_physical_bones;
}
void Skeleton3D::physical_bones_stop_simulation() {
@@ -1157,7 +1158,7 @@ void Skeleton3D::physical_bones_stop_simulation() {
return;
}
sim->physical_bones_stop_simulation();
sim->set_active(false);
sim->set_active(animate_physical_bones || sim->is_simulating_physics());
}
void Skeleton3D::physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones) {