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Merge pull request #98879 from aaronfranke/4.1-gltf-preserve-visibility
[4.1] GLTF: Preserve node visibility on import
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@@ -2101,6 +2101,7 @@ void ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_m
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} break;
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}
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mesh_node->set_visible(src_mesh_node->is_visible());
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p_node->replace_by(mesh_node);
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p_node->set_owner(nullptr);
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memdelete(p_node);
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@@ -306,6 +306,7 @@ void SceneImportSettings::_fill_scene(Node *p_node, TreeItem *p_parent_item) {
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mesh_node->set_transform(src_mesh_node->get_transform());
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mesh_node->set_skin(src_mesh_node->get_skin());
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mesh_node->set_skeleton_path(src_mesh_node->get_skeleton_path());
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mesh_node->set_visible(src_mesh_node->is_visible());
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if (src_mesh_node->get_mesh().is_valid()) {
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Ref<ImporterMesh> editor_mesh = src_mesh_node->get_mesh();
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mesh_node->set_mesh(editor_mesh->get_mesh());
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@@ -46,17 +46,18 @@ Error GLTFDocumentExtensionConvertImporterMesh::import_post(Ref<GLTFState> p_sta
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while (!queue.is_empty()) {
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List<Node *>::Element *E = queue.front();
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Node *node = E->get();
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ImporterMeshInstance3D *mesh_3d = cast_to<ImporterMeshInstance3D>(node);
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if (mesh_3d) {
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ImporterMeshInstance3D *importer_mesh_3d = Object::cast_to<ImporterMeshInstance3D>(node);
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if (importer_mesh_3d) {
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MeshInstance3D *mesh_instance_node_3d = memnew(MeshInstance3D);
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Ref<ImporterMesh> mesh = mesh_3d->get_mesh();
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Ref<ImporterMesh> mesh = importer_mesh_3d->get_mesh();
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if (mesh.is_valid()) {
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Ref<ArrayMesh> array_mesh = mesh->get_mesh();
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mesh_instance_node_3d->set_name(node->get_name());
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mesh_instance_node_3d->set_transform(mesh_3d->get_transform());
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mesh_instance_node_3d->set_transform(importer_mesh_3d->get_transform());
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mesh_instance_node_3d->set_mesh(array_mesh);
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mesh_instance_node_3d->set_skin(mesh_3d->get_skin());
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mesh_instance_node_3d->set_skeleton_path(mesh_3d->get_skeleton_path());
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mesh_instance_node_3d->set_skin(importer_mesh_3d->get_skin());
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mesh_instance_node_3d->set_skeleton_path(importer_mesh_3d->get_skeleton_path());
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mesh_instance_node_3d->set_visible(importer_mesh_3d->is_visible());
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node->replace_by(mesh_instance_node_3d);
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delete_queue.push_back(node);
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node = mesh_instance_node_3d;
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