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Rework StateMachine and nested StateMachine process

Breaking compatibility: If a StateMachineTransition is connected to a nested StateMachine prior to this, it is removed. Also, there was a feature to connect another StateMachine as the End of a StateMachine, which is also removed to avoid reference confusion. It was like a GoTo Statement, also further passing the same reference to the blending process, causing the blending calculation to break or causing some StateMachines to not work.
This commit is contained in:
Silc Renew
2023-02-18 11:02:28 +09:00
committed by Silc Lizard (Tokage) Renew
parent a7d0e18a31
commit 991e6e90ba
15 changed files with 1273 additions and 1158 deletions

View File

@@ -66,11 +66,6 @@ void AnimationTreeEditor::edit(AnimationTree *p_tree) {
Vector<String> path;
if (tree) {
if (tree->has_meta("_tree_edit_path")) {
path = tree->get_meta("_tree_edit_path");
} else {
current_root = ObjectID();
}
edit_path(path);
}
}