Fix 2D bones ignored by onion skinning
Fixes #27819.
(cherry picked from commit 88153fbb61
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@ -1483,7 +1483,7 @@ void AnimationPlayerEditor::_prepare_onion_layers_2() {
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if (valid) {
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player->seek(pos, true);
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get_tree()->flush_transform_notifications(); // Needed for transforms of Spatials
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values_backup.update_skeletons(); // Needed for Skeletons
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values_backup.update_skeletons(); // Needed for Skeletons (2D & 3D)
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VS::get_singleton()->viewport_set_active(onion.captures[cidx], true);
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VS::get_singleton()->viewport_set_parent_viewport(root_vp, onion.captures[cidx]);
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@ -39,6 +39,9 @@ class Bone2D : public Node2D {
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GDCLASS(Bone2D, Node2D)
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friend class Skeleton2D;
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#ifdef TOOLS_ENABLED
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friend class AnimatedValuesBackup;
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#endif
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Bone2D *parent_bone;
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Skeleton2D *skeleton;
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@ -71,6 +74,9 @@ class Skeleton2D : public Node2D {
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GDCLASS(Skeleton2D, Node2D);
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friend class Bone2D;
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#ifdef TOOLS_ENABLED
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friend class AnimatedValuesBackup;
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#endif
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struct Bone {
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bool operator<(const Bone &p_bone) const {
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@ -35,11 +35,20 @@
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#include "scene/scene_string_names.h"
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#include "servers/audio/audio_stream.h"
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#ifdef TOOLS_ENABLED
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#include "scene/2d/skeleton_2d.h"
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void AnimatedValuesBackup::update_skeletons() {
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for (int i = 0; i < entries.size(); i++) {
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if (entries[i].bone_idx != -1) {
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// 3D bone
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Object::cast_to<Skeleton>(entries[i].object)->notification(Skeleton::NOTIFICATION_UPDATE_SKELETON);
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} else {
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Bone2D *bone = Object::cast_to<Bone2D>(entries[i].object);
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if (bone && bone->skeleton) {
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// 2D bone
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bone->skeleton->_update_transform();
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}
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}
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}
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}
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