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Force update RetargetModifier3D's child skeletons on save
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@@ -213,6 +213,19 @@ void RetargetModifier3D::_reset_child_skeletons() {
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child_skeletons.clear();
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}
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#ifdef TOOLS_ENABLED
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void RetargetModifier3D::_force_update_child_skeletons() {
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for (const RetargetInfo &E : child_skeletons) {
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Skeleton3D *c = Object::cast_to<Skeleton3D>(ObjectDB::get_instance(E.skeleton_id));
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if (!c) {
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continue;
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}
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c->force_update_all_dirty_bones();
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c->emit_signal(SceneStringName(skeleton_updated));
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}
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}
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#endif // TOOLS_ENABLED
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/// General functions
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void RetargetModifier3D::add_child_notify(Node *p_child) {
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@@ -452,9 +465,12 @@ void RetargetModifier3D::_notification(int p_what) {
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case NOTIFICATION_ENTER_TREE: {
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_update_child_skeletons();
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} break;
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#ifdef TOOLS_ENABLED
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case NOTIFICATION_EDITOR_PRE_SAVE: {
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_reset_child_skeleton_poses();
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_force_update_child_skeletons();
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} break;
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#endif // TOOLS_ENABLED
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case NOTIFICATION_EXIT_TREE: {
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_reset_child_skeletons();
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} break;
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