Fix skeleton_3d & physical_bone_3d editor errors
(cherry picked from commit 679ff6da0e
)
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9d9b7511a0
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@ -96,8 +96,9 @@ void PhysicalBone3DEditorPlugin::make_visible(bool p_visible) {
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}
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void PhysicalBone3DEditorPlugin::edit(Object *p_node) {
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selected = static_cast<PhysicalBone3D *>(p_node); // Trust it
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ERR_FAIL_COND(!selected);
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physical_bone_editor.set_selected(selected);
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PhysicalBone3D *bone = Object::cast_to<PhysicalBone3D>(p_node);
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if (bone) {
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selected = bone;
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physical_bone_editor.set_selected(selected);
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}
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}
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@ -831,8 +831,8 @@ void Skeleton3DEditor::create_editors() {
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void Skeleton3DEditor::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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create_editors();
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update_joint_tree();
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update_editors();
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joint_tree->connect("item_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_selection_changed));
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joint_tree->connect("item_mouse_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_rmb_select));
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@ -945,8 +945,6 @@ void fragment() {
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handles_mesh_instance->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF);
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handles_mesh.instantiate();
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handles_mesh_instance->set_mesh(handles_mesh);
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create_editors();
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}
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void Skeleton3DEditor::update_bone_original() {
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