2 to 3 exporter: Fix conversion to rotation_degrees
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@ -237,7 +237,7 @@ static const char *prop_renames[][2] = {
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{ "shadow/filter", "shadow_filter" },
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{ "shadow/item_cull_mask", "shadow_item_cull_mask" },
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{ "transform/pos", "position" },
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{ "transform/rot", "rotation_deg" },
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{ "transform/rot", "rotation_degrees" },
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{ "transform/scale", "scale" },
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{ "z/z", "z" },
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{ "z/relative", "z_as_relative" },
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@ -323,7 +323,7 @@ static const char *prop_renames[][2] = {
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{ "quad/centered", "centered" },
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{ "transform/local", "transform" },
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{ "transform/translation", "translation" },
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{ "transform/rotation", "rotation_deg" },
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{ "transform/rotation", "rotation_degrees" },
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{ "transform/scale", "scale" },
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{ "visibility/visible", "visible" },
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{ "params/volume_db", "volume_db" },
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@ -522,18 +522,21 @@ void EditorExportGodot3::_rename_properties(const String &p_type, List<ExportDat
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for (List<ExportData::PropertyData>::Element *E = p_props->front(); E; E = E->next()) {
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// 2D rotations are now clockwise to match the downward Y base
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// Do this before the renaming, as afterwards we can't distinguish
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// between 2D and 3D rotations_degrees
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if (E->get().name == "transform/rot") {
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E->get().value = E->get().value.operator real_t() * -1.0;
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}
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/* Do the actual renaming */
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if (prop_rename_map.has(E->get().name)) {
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E->get().name = prop_rename_map[E->get().name];
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}
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/* Hardcoded fixups for properties that changed definition in 3.0 */
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// 2D rotations are now clockwise to match the downward Y base
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// TODO: Make sure this doesn't break 3D rotations
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if (E->get().name == "rotation_deg") {
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E->get().value = E->get().value.operator real_t() * -1.0;
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}
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// Anchors changed from Begin,End,Ratio,Center to Begin,End,Center
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if (E->get().name.begins_with("anchor_")) {
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switch (E->get().value.operator int()) {
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