Fixed odd behavior when Skeleton3DEditor is re-generated

This commit is contained in:
Silc 'Tokage' Renew 2021-11-28 03:55:58 +09:00
parent 52b7d5fa34
commit d54919945f

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@ -964,6 +964,7 @@ void Skeleton3DEditor::select_bone(int p_idx) {
Skeleton3DEditor::~Skeleton3DEditor() { Skeleton3DEditor::~Skeleton3DEditor() {
if (skeleton) { if (skeleton) {
select_bone(-1);
#ifdef TOOLS_ENABLED #ifdef TOOLS_ENABLED
skeleton->disconnect("show_rest_only_changed", callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible)); skeleton->disconnect("show_rest_only_changed", callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));
skeleton->disconnect("bone_enabled_changed", callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed)); skeleton->disconnect("bone_enabled_changed", callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));
@ -973,6 +974,7 @@ Skeleton3DEditor::~Skeleton3DEditor() {
#endif #endif
handles_mesh_instance->get_parent()->remove_child(handles_mesh_instance); handles_mesh_instance->get_parent()->remove_child(handles_mesh_instance);
} }
edit_mode_toggled(false);
handles_mesh_instance->queue_delete(); handles_mesh_instance->queue_delete();