Fixed Populating MultimeshInstance Crash
When populating a MultimeshInstance (node), Godot would set the new Multimesh's color and custom data format as the current node's multimesh, which would cause a crash if node's multimesh is null. Populate Function will now check if node has a multimesh or not, and set the new multimesh with default (NONE) values if node's multimesh is null. Fixes Issue #61553
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@ -160,8 +160,15 @@ void MultiMeshEditor::_populate() {
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int instance_count = populate_amount->get_value();
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int instance_count = populate_amount->get_value();
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multimesh->set_transform_format(MultiMesh::TRANSFORM_3D);
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multimesh->set_transform_format(MultiMesh::TRANSFORM_3D);
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if (node->get_multimesh().is_null()) {
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multimesh->set_color_format(MultiMesh::COLOR_NONE);
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multimesh->set_custom_data_format(MultiMesh::CUSTOM_DATA_NONE);
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} else {
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multimesh->set_color_format(node->get_multimesh()->get_color_format());
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multimesh->set_color_format(node->get_multimesh()->get_color_format());
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multimesh->set_custom_data_format(node->get_multimesh()->get_custom_data_format());
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multimesh->set_custom_data_format(node->get_multimesh()->get_custom_data_format());
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}
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multimesh->set_instance_count(instance_count);
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multimesh->set_instance_count(instance_count);
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float _tilt_random = populate_tilt_random->get_value();
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float _tilt_random = populate_tilt_random->get_value();
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